L L4D2node

CC_SurvivorBotForceMaxIntensity

0x00937df0 · 162 bytes · __cdecl

_Z31CC_SurvivorBotForceMaxIntensityRK8CCommand

Decompiled

undefined (1 param)

/* CC_SurvivorBotForceMaxIntensity(CCommand const&) */

void CC_SurvivorBotForceMaxIntensity(CCommand *param_1)

{
  Intensity *pIVar1;
  char cVar2;
  int iVar3;
  
  cVar2 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar2 != '\0') {
    iVar3 = TheNextBots();
    if (*(int *)(iVar3 + 0x4c) != 0) {
      iVar3 = __dynamic_cast(*(int *)(iVar3 + 0x4c),&INextBot::typeinfo,&SurvivorBot::typeinfo,
                             0x4028);
      if (iVar3 != 0) {
        pIVar1 = (Intensity *)(iVar3 + 12000);
        Intensity::Increase(pIVar1,4);
        Intensity::Increase(pIVar1,4);
        Intensity::Increase(pIVar1,4);
        Intensity::Increase(pIVar1,4);
        Intensity::Increase(pIVar1,4);
        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)