L L4D2node

kick_transitioning

0x008f5a10 · 283 bytes · __cdecl

_ZL18kick_transitioningRK8CCommand

Decompiled

undefined (1 param)

/* kick_transitioning(CCommand const&) */

void kick_transitioning(CCommand *param_1)

{
  CBaseEntity *pCVar1;
  char cVar2;
  long lVar3;
  int iVar4;
  int iVar5;
  
  cVar2 = UTIL_IsCommandIssuedByServerAdmin();
  if ((cVar2 != '\0') && (*(int *)param_1 == 2)) {
    iVar5 = 0;
    lVar3 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    if (0 < DAT_0100e518) {
      do {
        iVar4 = KeyValues::GetInt(*(KeyValues **)(g_SavedPlayers + iVar5 * 4),"userID",0);
        if (lVar3 == iVar4) {
          KeyValues::deleteThis();
          iVar4 = (DAT_0100e518 - iVar5) + -1;
          if (0 < iVar4) {
            _V_memmove((void *)(g_SavedPlayers + iVar5 * 4),(void *)(g_SavedPlayers + 4 + iVar5 * 4)
                       ,iVar4 * 4);
          }
          DAT_0100e518 = DAT_0100e518 + -1;
          break;
        }
        iVar5 = iVar5 + 1;
      } while (iVar5 < DAT_0100e518);
    }
    if (0 < DAT_00fa9a14) {
      iVar4 = 0;
      pCVar1 = (CBaseEntity *)*g_TransitioningPlayers;
      iVar5 = *(int *)(pCVar1 + 0x1a48);
      while( true ) {
        if (lVar3 == iVar5) {
          UTIL_Remove(pCVar1);
          return;
        }
        iVar4 = iVar4 + 1;
        if (iVar4 == DAT_00fa9a14) break;
        pCVar1 = (CBaseEntity *)g_TransitioningPlayers[iVar4];
        iVar5 = *(int *)(pCVar1 + 0x1a48);
      }
    }
  }
  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)