L L4D2node

CDemoFile::WriteConsoleCommand

0x001316d0 · 150 bytes · __thiscall

_ZN9CDemoFile19WriteConsoleCommandEPKcii

Decompiled

undefined (4 params)

/* CDemoFile::WriteConsoleCommand(char const*, int, int) */

void __thiscall
CDemoFile::WriteConsoleCommand(CDemoFile *this,char *param_1,int param_2,int param_3)

{
  char cVar1;
  int iVar2;
  
  if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
    cVar1 = CUtlStreamBuffer::IsOpen((CUtlStreamBuffer *)(this + 0x534));
    if (cVar1 != '\0') {
      iVar2 = _V_strlen(param_1);
      if (iVar2 + 1 < 0x400) {
        WriteCmdHeader(this,'\x04',param_2,param_3);
        WriteRawData(this,param_1,iVar2 + 1);
        return;
      }
      DevMsg("CDemoFile::WriteConsoleCommand: command too long (>1024).\n");
      return;
    }
  }
  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)