L L4D2node

go_away_from_keyboard

0x009a1df0 · 70 bytes · __cdecl

_ZL21go_away_from_keyboardRK8CCommand

Decompiled

undefined (1 param)

/* go_away_from_keyboard(CCommand const&) */

void go_away_from_keyboard(CCommand *param_1)

{
  char cVar1;
  CTerrorPlayer *pCVar2;
  CTerrorPlayer *this;
  
  pCVar2 = (CTerrorPlayer *)UTIL_GetCommandClient();
  if (pCVar2 != (CTerrorPlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
      this = (CTerrorPlayer *)0x0;
      if (cVar1 != '\0') {
        this = pCVar2;
      }
      CTerrorPlayer::Input_GoAwayFromKeyboard(this);
      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)