L L4D2node

CGameRules::ClientCommand

0x0045f230 · 63 bytes · __thiscall

_ZN10CGameRules13ClientCommandEP11CBaseEntityRK8CCommand

Decompiled

undefined (3 params)

/* CGameRules::ClientCommand(CBaseEntity*, CCommand const&) */

undefined4 __thiscall
CGameRules::ClientCommand(CGameRules *this,CBaseEntity *param_1,CCommand *param_2)

{
  char cVar1;
  CVoiceGameMgr *this_00;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar1 == '\0') {
    return 0;
  }
  this_00 = (CVoiceGameMgr *)GetVoiceGameMgr();
  uVar2 = CVoiceGameMgr::ClientCommand(this_00,(CBasePlayer *)param_1,param_2);
  return uVar2;
}

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)