L L4D2node

script_remove_watch

0x00b45f10 · 148 bytes · __cdecl

_ZL19script_remove_watchRK8CCommand

Decompiled

undefined (1 param)

/* script_remove_watch(CCommand const&) */

void script_remove_watch(CCommand *param_1)

{
  code *pcVar1;
  undefined1 *puVar2;
  int in_GS_OFFSET;
  CFmtStrN<256> local_11c [5];
  undefined1 local_117 [263];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (g_pScriptVM == (int *)0x0) {
    Msg("Scripting disabled or no server running\n");
  }
  else {
    puVar2 = &DAT_00d539c2;
    if (1 < *(int *)param_1) {
      puVar2 = *(undefined1 **)(param_1 + 0x40c);
    }
    pcVar1 = *(code **)(*g_pScriptVM + 0x28);
    CFmtStrN<256>::CFmtStrN(local_11c,"ScriptDebugRemoveWatch( \"%s\" )",puVar2);
    (*pcVar1)(g_pScriptVM,local_117,1);
  }
  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)