L L4D2node

WarpToCheckpoint

0x00900920 · 53 bytes · unknown

_Z16WarpToCheckpointv

Decompiled

undefined (0 params)

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

void WarpToCheckpoint(void)

{
  int local_10 [3];
  
  local_10[0] = TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
  if (local_10[0] != 0) {
    ForEachTerrorPlayer<WarpSurvivorsToCheckpoint>((WarpSurvivorsToCheckpoint *)local_10);
    return;
  }
  DevMsg("No exit checkpoint 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)