L L4D2node

z_increment_upper

0x00a0e3a0 · 37 bytes · __cdecl

_ZL17z_increment_upperRK8CCommand

Decompiled

undefined (1 param)

/* z_increment_upper(CCommand const&) */

void z_increment_upper(CCommand *param_1)

{
  CBasePlayer *pCVar1;
  Infected *pIVar2;
  
  pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
  pIVar2 = (Infected *)FindInfectedPickerEntity(pCVar1);
  IncrementInfectedBodyGroup(pIVar2,"UpperBody");
  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)