L L4D2node

WarpToBattlefield

0x009008b0 · 95 bytes · unknown

_Z17WarpToBattlefieldv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* WarpToBattlefield() */

void WarpToBattlefield(void)

{
  byte bVar1;
  int iVar2;
  int local_10 [2];
  
  if (0 < DAT_00fe6000) {
    iVar2 = 0;
    local_10[0] = *TheNavAreas;
    bVar1 = *(byte *)(local_10[0] + 0x12d);
    while( true ) {
      if ((bVar1 & 1) != 0) {
        ForEachTerrorPlayer<WarpSurvivorsToArea>((WarpSurvivorsToArea *)local_10);
        return;
      }
      iVar2 = iVar2 + 1;
      if (iVar2 == DAT_00fe6000) break;
      local_10[0] = TheNavAreas[iVar2];
      bVar1 = *(byte *)(local_10[0] + 0x12d);
    }
  }
  DevMsg("No battlefield could be found.\n");
  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)