CBaseClientState::ProcessStringCmd
0x001019f0 · 452 bytes · __thiscall
_ZN16CBaseClientState16ProcessStringCmdEP13NET_StringCmd
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseClientState::ProcessStringCmd(NET_StringCmd*) */
undefined4 __thiscall
CBaseClientState::ProcessStringCmd(CBaseClientState *this,NET_StringCmd *param_1)
{
int iVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (_exit == 0) {
local_10 = 0;
}
else {
(**(code **)(_exit + 0x50))
(_exit,&local_24,0,0,0,0,"/data/src/engine/./baseclientstate.cpp",0x5cf,
&ProcessStringCmd(NET_StringCmd*)::tm_fmt,"(%s)%s","Unaccounted","ProcessStringCmd");
local_10 = _exit;
}
iVar1 = _DAT_0040b9d4;
local_18 = local_24;
local_14 = local_20;
if ((_DAT_0040b028 != 0) || (DAT_0040b02c == '\0')) {
/* try { // try from 00101b56 to 00101ba4 has its CatchHandler @ 00101be4 */
iVar4 = ThreadGetCurrentId();
if (iVar1 == iVar4) {
if ((char *)*_DAT_0040b030 != "ProcessStringCmd") {
_DAT_0040b030 =
(int *)CVProfNode::GetSubNode((char *)_DAT_0040b030,0x2a6e41,&DAT_00000001,0x2a054b);
}
CVProfNode::EnterScope();
DAT_0040b02c = '\0';
}
}
/* try { // try from 00101ab5 to 00101ab9 has its CatchHandler @ 00101bc3 */
uVar3 = InternalProcessStringCmd(this,param_1,false);
iVar1 = _DAT_0040b9d4;
if ((DAT_0040b02c == '\0') || (_DAT_0040b028 != 0)) {
iVar4 = ThreadGetCurrentId();
if (iVar1 == iVar4) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0040b030 = (int *)_DAT_0040b030[0x19];
}
DAT_0040b02c = _DAT_0040b030 == (int *)0x40b034;
}
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
return uVar3;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.