L L4D2node

CGameClient::ExecuteStringCommand

0x001e9be0 · 697 bytes · __thiscall

_ZN11CGameClient20ExecuteStringCommandEPKc.part.59

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CGameClient::ExecuteStringCommand(char const*) [clone .part.59] */

uint __thiscall CGameClient::ExecuteStringCommand(CGameClient *this,char *param_1)

{
  char cVar1;
  byte bVar2;
  CGameClient *in_EAX;
  uint uVar3;
  int iVar4;
  uint uVar5;
  ConCommandBase *pCVar6;
  int iVar7;
  undefined1 *puVar8;
  char *in_EDX;
  int in_GS_OFFSET;
  int local_528 [258];
  undefined1 *local_120;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CCommand::CCommand((CCommand *)local_528);
  uVar3 = CCommand::Tokenize((CCommand *)local_528,in_EDX,(characterset_t *)0x0);
  if (((char)uVar3 != '\0') && (local_528[0] != 0)) {
    iVar7 = *(int *)(sv_quota_stringcmdspersecond._28_4_ + 0x30);
    if ((double)realtime - *(double *)(in_EAX + 0x21ae8) < 1.0) {
      iVar4 = *(int *)(in_EAX + 0x21af0) + 1;
    }
    else {
      *(double *)(in_EAX + 0x21ae8) = (double)realtime;
      iVar4 = 1;
    }
    *(int *)(in_EAX + 0x21af0) = iVar4;
    if (iVar4 <= iVar7) {
      uVar5 = IsEngineClientCommand(in_EAX,(CCommand *)local_528);
      if ((char)uVar5 != '\0') {
        Cmd_ExecuteCommand(4,(CCommand *)local_528,0,*(undefined4 *)(in_EAX + 0x30));
        goto LAB_001e9d32;
      }
      puVar8 = &DAT_002c79d4;
      if (0 < local_528[0]) {
        puVar8 = local_120;
      }
      pCVar6 = (ConCommandBase *)(**(code **)(*g_pCVar + 0x28))(g_pCVar,puVar8);
      if (pCVar6 != (ConCommandBase *)0x0) {
        cVar1 = (**(code **)(*(int *)pCVar6 + 8))(pCVar6);
        if (cVar1 != '\0') {
          bVar2 = (**(code **)(*(int *)pCVar6 + 0xc))(pCVar6,4);
          if (bVar2 != 0) {
            cVar1 = (**(code **)(*(int *)pCVar6 + 0xc))(pCVar6,0x4000);
            if ((cVar1 != '\0') && (1 < DAT_003b8064)) {
              cVar1 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
              if (cVar1 == '\0') {
                puVar8 = sv_cheats;
LAB_001e9e2b:
                if (*(int *)(*(int *)(puVar8 + 0x1c) + 0x30) != 0) goto LAB_001e9e42;
              }
              else {
                if (g_pMatchFramework == (int *)0x0) {
LAB_001e9e96:
                  puVar8 = sv_cheats;
                }
                else {
                  iVar7 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework);
                  if (iVar7 == 0) goto LAB_001e9e96;
                  puVar8 = (undefined1 *)0x0;
                }
                if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) &&
                    (*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0)) &&
                   (puVar8 != (undefined1 *)0x0)) goto LAB_001e9e2b;
              }
              cVar1 = Cmd_IsRptActive();
              if (cVar1 == '\0') goto LAB_001e9d30;
            }
LAB_001e9e42:
            cVar1 = (**(code **)(*(int *)pCVar6 + 0xc))(pCVar6,0x40);
            if ((cVar1 == '\0') || (DAT_003b8064 < 2)) {
              (**(code **)(*(int *)g_pServerPluginHandler + 0x28))
                        (g_pServerPluginHandler,*(undefined4 *)(in_EAX + 0x30));
              Cmd_Dispatch(pCVar6,(CCommand *)local_528);
              uVar5 = (uint)bVar2;
              goto LAB_001e9d32;
            }
            goto LAB_001e9d30;
          }
        }
      }
      (**(code **)(*(int *)g_pServerPluginHandler + 0x34))
                (g_pServerPluginHandler,*(undefined4 *)(in_EAX + 0x1d750),(CCommand *)local_528);
      uVar5 = uVar3;
      goto LAB_001e9d32;
    }
    (**(code **)(*(int *)in_EAX + 0x3c))();
  }
LAB_001e9d30:
  uVar5 = 0;
LAB_001e9d32:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar5;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)