CTeamplayRules::ClientCommand
0x004d1260 · 99 bytes · __thiscall
_ZN14CTeamplayRules13ClientCommandEP11CBaseEntityRK8CCommand
Decompiled
undefined (3 params)
/* CTeamplayRules::ClientCommand(CBaseEntity*, CCommand const&) */
undefined4 __thiscall
CTeamplayRules::ClientCommand(CTeamplayRules *this,CBaseEntity *param_1,CCommand *param_2)
{
undefined4 uVar1;
int iVar2;
char *pcVar3;
uVar1 = CMultiplayRules::ClientCommand((CMultiplayRules *)this,param_1,param_2);
if ((char)uVar1 != '\0') {
return uVar1;
}
if (*(int *)param_2 < 1) {
pcVar3 = "";
}
else {
pcVar3 = *(char **)(param_2 + 0x408);
if (pcVar3 == "menuselect") {
return 1;
}
}
iVar2 = _V_stricmp(pcVar3,"menuselect");
if (iVar2 == 0) {
return 1;
}
return uVar1;
}
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.