L L4D2node

Cbuf_ExecuteCommand

0x00117d00 · 140 bytes · __regparm3

_ZL19Cbuf_ExecuteCommand16ECommandTarget_tRK8CCommand12cmd_source_t.constprop.48

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Cbuf_ExecuteCommand(ECommandTarget_t, CCommand const&, cmd_source_t) [clone .constprop.48] */

void __regparm3 Cbuf_ExecuteCommand(undefined4 param_1,int *param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  int *piVar3;
  
  if (_g_Telemetry != 0) {
    pcVar1 = *(code **)(_g_Telemetry + 0xa4);
    piVar3 = (int *)&DAT_002c79d4;
    if (*param_2 != 0) {
      piVar3 = param_2 + 2;
    }
    uVar2 = (**(code **)(_g_Telemetry + 0x14))(_g_Telemetry,piVar3);
    (*pcVar1)(_g_Telemetry,0x2001,
              &Cbuf_ExecuteCommand(ECommandTarget_t,CCommand_const&,cmd_source_t)::tm_fmt,
              "(dota/command) %s",uVar2);
  }
  Cmd_ExecuteCommand(param_1,param_2,1,0xffffffff);
  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)