L L4D2node

CVEngineServer::InsertServerCommand

0x0022cc20 · 89 bytes · __thiscall

_ZN14CVEngineServer19InsertServerCommandEPKc

Decompiled

undefined (2 params)

/* CVEngineServer::InsertServerCommand(char const*) */

void __thiscall CVEngineServer::InsertServerCommand(CVEngineServer *this,char *param_1)

{
  char cVar1;
  
  if (param_1 == (char *)0x0) {
    Sys_Error("InsertServerCommand with NULL string\n");
  }
  cVar1 = ValidCmd(param_1);
  if (cVar1 == '\0') {
    ConMsg("Error, bad server command %s (InsertServerCommand)\n");
    return;
  }
  Cbuf_InsertText(4,param_1,0);
  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)