L L4D2node

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 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)