L L4D2node

CServerPlugin::ClientCommand

0x00209c80 · 117 bytes · __thiscall

_ZN13CServerPlugin13ClientCommandEP7edict_tPKc

Decompiled

undefined (3 params)

/* CServerPlugin::ClientCommand(edict_t*, char const*) */

void __thiscall CServerPlugin::ClientCommand(CServerPlugin *this,edict_t *param_1,char *param_2)

{
  int iVar1;
  undefined4 uVar2;
  int *piVar3;
  
  iVar1 = NUM_FOR_EDICT(param_1);
  if ((0 < iVar1) && (iVar1 <= DAT_003b8080)) {
    iVar1 = *(int *)(DAT_003b8074 + -4 + iVar1 * 4);
    piVar3 = (int *)0x0;
    if (iVar1 != 0) {
      piVar3 = (int *)(iVar1 + 4);
    }
                    /* WARNING: Could not recover jumptable at 0x00209cf4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar3 + 0x74))();
    return;
  }
  uVar2 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
  Msg("\n!!!\nCServerPlugin::ClientCommand:  Some entity tried to stuff \'%s\' to console buffer of entity %i when maxclients was set to %i, ignoring\n\n"
      ,param_2,iVar1,uVar2);
  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)