L L4D2node

CVEngineServer::ClientCommand

0x0022dd00 · 383 bytes · __thiscall

_ZN14CVEngineServer13ClientCommandEP7edict_tPKcz

Decompiled

undefined (3 params)

/* CVEngineServer::ClientCommand(edict_t*, char const*, ...) */

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

{
  int iVar1;
  undefined4 uVar2;
  int *piVar3;
  int in_GS_OFFSET;
  undefined **local_460;
  undefined1 local_45c;
  undefined4 local_458;
  undefined4 local_454;
  undefined4 local_450;
  undefined8 local_44c;
  undefined4 local_444;
  undefined4 local_440;
  undefined8 local_43c;
  undefined4 local_434;
  undefined4 local_430;
  undefined1 local_42c;
  undefined8 local_428;
  undefined4 local_420;
  undefined4 local_41c;
  undefined1 *local_414;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(&ClientCommand(edict_t*,char_const*,...)::szOut,0x400,param_2,&stack0x00000010);
  if (ClientCommand(edict_t*,char_const*,...)::szOut == '\0') {
    Warning("ClientCommand, 0 length string supplied.\n");
  }
  else {
    iVar1 = NUM_FOR_EDICT(param_1);
    if ((iVar1 < 1) || (DAT_003b8080 < iVar1)) {
      uVar2 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
      ConMsg("\n!!!\n\nStuffCmd:  Some entity tried to stuff \'%s\' to console buffer of entity %i when maxclients was set to %i, ignoring\n\n"
             ,&ClientCommand(edict_t*,char_const*,...)::szOut,iVar1,uVar2);
    }
    else {
      local_454 = 0;
      local_450 = 0;
      local_44c = 0;
      local_444 = 0;
      local_440 = 0;
      local_43c = 0;
      local_434 = 0;
      local_430 = 0;
      local_42c = 0;
      local_428 = 0;
      local_420 = 0;
      local_41c = 0;
      local_45c = 1;
      local_458 = 0;
      local_460 = &PTR__NET_StringCmd_002a17c8;
      local_414 = &ClientCommand(edict_t*,char_const*,...)::szOut;
      iVar1 = *(int *)(DAT_003b8074 + -4 + iVar1 * 4);
      piVar3 = (int *)0x0;
      if (iVar1 != 0) {
        piVar3 = (int *)(iVar1 + 4);
      }
      (**(code **)(*piVar3 + 0x78))(piVar3,&local_460,0,0);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* 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)