L L4D2node

VScriptServerScriptErrorFunc

0x00b56590 · 97 bytes · __cdecl

_Z28VScriptServerScriptErrorFunc18ScriptErrorLevel_tPKc

Decompiled

undefined (2 params)

/* VScriptServerScriptErrorFunc(ScriptErrorLevel_t, char const*) */

undefined4 VScriptServerScriptErrorFunc(undefined4 param_1,undefined4 param_2)

{
  char cVar1;
  
  if (*(int *)(script_break_in_native_debugger_on_error._28_4_ + 0x30) != 0) {
    cVar1 = Plat_IsInDebugSession(0);
    if (cVar1 != '\0') {
      raise(5);
    }
    ConVar::SetValue(script_break_in_native_debugger_on_error);
  }
  if (*(int *)(developer._28_4_ + 0x30) != 0) {
    VScriptServerScriptErrorFunc(param_2);
  }
  return 1;
}

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)