L L4D2node

CGameClient::IsEngineClientCommand

0x001e9b70 · 94 bytes · __thiscall

_ZNK11CGameClient21IsEngineClientCommandERK8CCommand

Decompiled

undefined (2 params)

/* CGameClient::IsEngineClientCommand(CCommand const&) const */

undefined4 __thiscall CGameClient::IsEngineClientCommand(CGameClient *this,CCommand *param_1)

{
  char *pcVar1;
  int iVar2;
  char *pcVar3;
  int iVar4;
  
  pcVar1 = "status";
  iVar4 = 0;
  iVar2 = *(int *)param_1;
  if (iVar2 != 0) {
    while( true ) {
      pcVar3 = "";
      if (0 < iVar2) {
        pcVar3 = *(char **)(param_1 + 0x408);
      }
      iVar2 = V_strcasecmp(pcVar3,pcVar1);
      if (iVar2 == 0) {
        return 1;
      }
      iVar4 = iVar4 + 1;
      pcVar1 = *(char **)(s_clcommands + iVar4 * 4);
      if (pcVar1 == (char *)0x0) break;
      iVar2 = *(int *)param_1;
    }
  }
  return 0;
}

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)