L L4D2node

script_reload_think

0x00b47b20 · 172 bytes · __cdecl

_ZL19script_reload_thinkRK8CCommand

Decompiled

undefined (1 param)

/* script_reload_think(CCommand const&) */

void script_reload_think(CCommand *param_1)

{
  char cVar1;
  CBasePlayer *pCVar2;
  CBaseEntity *pCVar3;
  char *pcVar4;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    pcVar4 = "";
    if ((1 < *(int *)param_1) && (pcVar4 = *(char **)(param_1 + 0x40c), *pcVar4 == '\0')) {
      pcVar4 = "";
    }
    if (g_pScriptVM == 0) {
      Msg();
      return;
    }
    pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
    if (pCVar2 != (CBasePlayer *)0x0) {
      pCVar3 = (CBaseEntity *)0x0;
      while( true ) {
        pCVar3 = (CBaseEntity *)GetNextCommandEntity(pCVar2,pcVar4,pCVar3);
        if (pCVar3 == (CBaseEntity *)0x0) break;
        if ((*(HSCRIPT__ **)(pCVar3 + 1000) != (HSCRIPT__ *)&DAT_ffffffff) &&
           (*(char **)(pCVar3 + 0x3e4) != (char *)0x0)) {
          VScriptServerReplaceClosures
                    (*(char **)(pCVar3 + 0x3e4),*(HSCRIPT__ **)(pCVar3 + 1000),true);
        }
      }
    }
  }
  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)