L L4D2node

rescue_show

0x00968e80 · 140 bytes · __cdecl

_ZL11rescue_showRK8CCommand

Decompiled

undefined (1 param)

/* rescue_show(CCommand const&) */

void rescue_show(CCommand *param_1)

{
  CBaseEntity *this;
  
  this = (CBaseEntity *)0x0;
  while( true ) {
    this = (CBaseEntity *)
           CGlobalEntityList::FindEntityByClassname
                     ((CGlobalEntityList *)gEntList,this,"info_survivor_rescue");
    if (this == (CBaseEntity *)0x0) break;
    *(uint *)(this + 0x110) = *(uint *)(this + 0x110) | 0x21;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this);
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this);
      }
    }
    NDebugOverlay::Axis((Vector *)(this + 0x2e0),(QAngle *)(this + 0x37c),10.0,true,100000.0);
  }
  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)