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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.