L L4D2node

multiplayerendgame

0x008714c0 · 92 bytes · __cdecl

_ZL18multiplayerendgameRK8CCommand

Decompiled

undefined (1 param)

/* multiplayerendgame(CCommand const&) */

void multiplayerendgame(CCommand *param_1)

{
  code *pcVar1;
  int *piVar2;
  KeyValues *this;
  uint in_stack_ffffffd8;
  
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  pcVar1 = *(code **)(*piVar2 + 8);
  this = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 00871506 to 0087150a has its CatchHandler @ 0087151c */
  KeyValues::KeyValues(this,"OnEngineEndGame","reason","multiplayerendgame cheat");
  (*pcVar1)(piVar2,this);
  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)