L L4D2node

script

0x00b43930 · 239 bytes · __cdecl

_ZL6scriptRK8CCommand

Decompiled

undefined (1 param)

/* script(CCommand const&) */

void script(CCommand *param_1)

{
  CCommand CVar1;
  char cVar2;
  char *pcVar3;
  CCommand *pCVar4;
  CCommand *pCVar5;
  
  pcVar3 = "";
  if (1 < *(int *)param_1) {
    pcVar3 = *(char **)(param_1 + 0x40c);
  }
  if (*pcVar3 != '\0') {
    if (g_pScriptVM == (int *)0x0) {
      Msg();
      return;
    }
    cVar2 = UTIL_IsCommandIssuedByServerAdmin();
    if (cVar2 != '\0') {
      pCVar5 = (CCommand *)&DAT_00d539c2;
      if (*(int *)param_1 != 0) {
        pCVar5 = param_1 + 8;
      }
      pCVar4 = pCVar5 + 6;
      CVar1 = pCVar5[6];
      while (CVar1 == (CCommand)0x20) {
        pCVar4 = pCVar4 + 1;
        CVar1 = *pCVar4;
      }
      if (CVar1 != (CCommand)0x0) {
        if (CVar1 != (CCommand)0x22) {
          (**(code **)(*g_pScriptVM + 0x28))(g_pScriptVM,pCVar4,1);
          return;
        }
        CVar1 = pCVar4[1];
        pCVar5 = pCVar4 + 1;
        while (CVar1 != (CCommand)0x22) {
          pCVar5 = pCVar5 + 1;
          CVar1 = *pCVar5;
        }
        *pCVar5 = (CCommand)0x0;
        (**(code **)(*g_pScriptVM + 0x28))(g_pScriptVM,pCVar4 + 1,1);
        *pCVar5 = (CCommand)0x22;
      }
    }
    return;
  }
  Msg();
  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)