CNetConsoleMgr::Execute
0x001a26c0 · 226 bytes · __thiscall
_ZN14CNetConsoleMgr7ExecuteEP24CConnectedNetConsoleData
Decompiled
undefined (2 params)
/* CNetConsoleMgr::Execute(CConnectedNetConsoleData*) */
void __thiscall CNetConsoleMgr::Execute(CNetConsoleMgr *this,CConnectedNetConsoleData *param_1)
{
int iVar1;
iVar1 = memcmp(param_1 + 8,"PASS ",5);
if (iVar1 == 0) {
iVar1 = _V_strcmp((char *)(param_1 + 0xd),(char *)(this + 0x2c));
if (iVar1 == 0) {
param_1[0x808] = (CConnectedNetConsoleData)0x1;
return;
}
Warning("Bad password attempt from net console\n");
param_1[0x808] = (CConnectedNetConsoleData)0x0;
}
else {
if (param_1[0x808] != (CConnectedNetConsoleData)0x0) {
Cbuf_AddText(4,param_1 + 8,0);
Cbuf_AddText(4,"\n",0);
Cbuf_Execute();
return;
}
send(*(int *)param_1,
"This server is password protected for console access. Must send PASS command\n\r",0x4e,
0x4000);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.