L L4D2node

CServerRemoteAccess::ExecCommand

0x0020d890 · 78 bytes · __thiscall

_ZN19CServerRemoteAccess11ExecCommandEPKc

Decompiled

undefined (2 params)

/* CServerRemoteAccess::ExecCommand(char const*) */

void __thiscall CServerRemoteAccess::ExecCommand(CServerRemoteAccess *this,char *param_1)

{
  char cVar1;
  
  Cbuf_AddText(4,param_1,0);
  Cbuf_AddText(4,"\n",0);
  cVar1 = NET_IsDedicated();
  if (cVar1 == '\0') {
    return;
  }
  Cbuf_Execute();
  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)