L L4D2node

CheckCheatCodes

0x001147b0 · 249 bytes · unknown

_Z15CheckCheatCodesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* CheckCheatCodes() */

void CheckCheatCodes(void)

{
  int iVar1;
  int iVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  
  if (DAT_00355d0c < 1) {
    return;
  }
  iVar7 = 0;
  iVar5 = s_CheatCodeCommands;
  do {
    if ((*(char *)(iVar5 + 0x20) == '\0') || (*(int *)(developer._28_4_ + 0x30) != 0)) {
      iVar1 = *(int *)(iVar5 + 0x24);
      iVar6 = s_nKeyLogIndex - iVar1;
      if (-1 < iVar6) {
        if (iVar1 < 1) {
          if (iVar1 == 0) {
LAB_00114837:
            DevMsg("Cheat code \"%s\" activated!",iVar5);
            uVar3 = va("sv_cheats 1\n%s\n",iVar5 + 0x50);
            uVar4 = Cbuf_GetCurrentPlayer();
            Cbuf_AddText(uVar4,uVar3,0);
            s_nKeyLogIndex = 0;
            return;
          }
        }
        else if (*(int *)(iVar5 + 0x28) == (&s_pKeyLog)[iVar6]) {
          iVar2 = 0;
          do {
            iVar2 = iVar2 + 1;
            if (iVar2 == iVar1) goto LAB_00114837;
          } while (*(int *)(iVar5 + 0x28 + iVar2 * 4) == (&s_pKeyLog)[iVar2 + iVar6]);
        }
      }
    }
    iVar7 = iVar7 + 1;
    iVar5 = iVar5 + 0xd0;
    if (iVar7 == DAT_00355d0c) {
      return;
    }
  } while( true );
}

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)