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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.