L L4D2node

CChangeMapLaterIssue::ExecuteCommand

0x00b42020 · 101 bytes · __thiscall

_ZN20CChangeMapLaterIssue14ExecuteCommandEv

Decompiled

undefined (1 param)

/* CChangeMapLaterIssue::ExecuteCommand() */

void __thiscall CChangeMapLaterIssue::ExecuteCommand(CChangeMapLaterIssue *this)

{
  int in_GS_OFFSET;
  char local_50 [64];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_50,0x40,"nextlevel %s;",this + 0x44);
  (**(code **)(*engine + 0x94))(engine,local_50);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)