L L4D2node

VScriptServerToggleGameDebug

0x00b456c0 · 220 bytes · unknown

_Z28VScriptServerToggleGameDebugv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* VScriptServerToggleGameDebug() */

void VScriptServerToggleGameDebug(void)

{
  char *pcVar1;
  int iVar2;
  
  if (g_pScriptVM == (int *)0x0) {
    Msg("Scripting disabled or no server running\n");
  }
  else {
    pcVar1 = "Value: ON";
    g_bVscriptGameDebugEnabled = g_bVscriptGameDebugEnabled ^ 1;
    if (g_bVscriptGameDebugEnabled == 0) {
      pcVar1 = "Value: OFF";
    }
    Msg("script_debug %s\n",pcVar1 + 7);
    pcVar1 = "BeginScriptDebug";
    if (g_bVscriptGameDebugEnabled == 0) {
      pcVar1 = "EndScriptDebug";
    }
    iVar2 = (**(code **)(*g_pScriptVM + 0x48))(g_pScriptVM,pcVar1,0,0);
    if (iVar2 != 0) {
      (**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar2,0,0,0,0,1);
      (**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar2);
    }
  }
  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)