L L4D2node

script_reload_code

0x00b47be0 · 132 bytes · __cdecl

_ZL18script_reload_codeRK8CCommand

Decompiled

undefined (1 param)

/* script_reload_code(CCommand const&) */

void script_reload_code(CCommand *param_1)

{
  char cVar1;
  char *pcVar2;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    pcVar2 = "";
    if (1 < *(int *)param_1) {
      pcVar2 = *(char **)(param_1 + 0x40c);
    }
    if (*pcVar2 == '\0') {
      Msg();
      return;
    }
    if (g_pScriptVM == 0) {
      Msg();
      return;
    }
    pcVar2 = "";
    if (1 < *(int *)param_1) {
      pcVar2 = *(char **)(param_1 + 0x40c);
    }
    VScriptServerReplaceClosures(pcVar2,(HSCRIPT__ *)0x0,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)