L L4D2node

script_debug

0x00b457a0 · 126 bytes · __cdecl

_ZL12script_debugRK8CCommand

Decompiled

undefined (1 param)

/* script_debug(CCommand const&) */

void script_debug(CCommand *param_1)

{
  int iVar1;
  
  if (*(int *)param_1 < 2) {
    iVar1 = tolower(0);
  }
  else {
    iVar1 = tolower((int)**(char **)(param_1 + 0x40c));
  }
  if (iVar1 != 0x77) {
    if (iVar1 == 0x6d) {
      (**(code **)(*g_pScriptVM + 0x28))
                (g_pScriptVM,"ScriptDebugDrawTextEnabled = !ScriptDebugDrawTextEnabled",1);
      return;
    }
    VScriptServerToggleGameDebug();
    return;
  }
  (**(code **)(*g_pScriptVM + 0x28))
            (g_pScriptVM,"ScriptDebugDrawWatchesEnabled = !ScriptDebugDrawWatchesEnabled",1);
  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)