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 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.