L L4D2node

CChangeDifficultyIssue::ExecuteCommand

0x00a04670 · 94 bytes · __thiscall

_ZN22CChangeDifficultyIssue14ExecuteCommandEv

Decompiled

undefined (1 param)

/* CChangeDifficultyIssue::ExecuteCommand() */

void __thiscall CChangeDifficultyIssue::ExecuteCommand(CChangeDifficultyIssue *this)

{
  int iVar1;
  
  if (ExecuteCommand()::ZombieDifficulty == '\0') {
    iVar1 = __cxa_guard_acquire(&ExecuteCommand()::ZombieDifficulty);
    if (iVar1 != 0) {
                    /* try { // try from 00a046bf to 00a046c3 has its CatchHandler @ 00a046d2 */
      ConVarRef::ConVarRef((ConVarRef *)&ExecuteCommand()::ZombieDifficulty,"z_difficulty");
      __cxa_guard_release(&ExecuteCommand()::ZombieDifficulty);
    }
  }
  (**(code **)*ExecuteCommand()::ZombieDifficulty)(ExecuteCommand()::ZombieDifficulty,this + 0x44);
  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)