L L4D2node

SndTestCustomZombat

0x008e8d90 · 118 bytes · __cdecl

_Z19SndTestCustomZombatRK8CCommand

Decompiled

undefined (1 param)

/* SndTestCustomZombat(CCommand const&) */

void SndTestCustomZombat(CCommand *param_1)

{
  char cVar1;
  CBaseEntity *this;
  int iVar2;
  char *pcVar3;
  
  this = (CBaseEntity *)UTIL_GetCommandClient();
  if (this != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)this + 0x16c))(this);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)this + 300))(this);
      if (cVar1 != '\0') {
        iVar2 = CBaseEntity::GetTeamNumber(this);
        if (iVar2 == 2) {
          pcVar3 = "";
          if (1 < *(int *)param_1) {
            pcVar3 = *(char **)(param_1 + 0x40c);
          }
          V_strncpy((char *)(this + 0x3da9),pcVar3,0x80);
          return;
        }
      }
    }
  }
  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)