L L4D2node

Cmd_SetPlayer

0x00128230 · 92 bytes · __regparm3

_ZL13Cmd_SetPlayeriRK8CCommand

Decompiled

undefined (2 params)

/* Cmd_SetPlayer(int, CCommand const&) */

void __regparm3 Cmd_SetPlayer(int param_1,CCommand *param_2)

{
  CCommand *pCVar1;
  
  pCVar1 = (CCommand *)&DAT_002c79d4;
  if (*(int *)(param_2 + 4) != 0) {
    pCVar1 = param_2 + *(int *)(param_2 + 4) + 8;
  }
  if (DAT_003a1734 <= param_1) {
    DevMsg(1,"ignore:  %d \'%s\'\n",param_1,pCVar1);
    return;
  }
  Cbuf_AddText(param_1,pCVar1,0);
  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)