L L4D2node

mp_disable_autokick

0x007b9fb0 · 110 bytes · __cdecl

_ZL19mp_disable_autokickRK8CCommand

Decompiled

undefined (1 param)

/* mp_disable_autokick(CCommand const&) */

void mp_disable_autokick(CCommand *param_1)

{
  char cVar1;
  long local_10 [2];
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    Msg("You must be a server admin to use mp_disable_autokick\n");
    return;
  }
  if (*(int *)param_1 != 2) {
    Msg("Usage: mp_disable_autokick <userid>\n");
    return;
  }
  local_10[0] = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
  ForEachPlayer<DisableAutokick>((DisableAutokick *)local_10);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)