CBaseMultiplayerPlayer::ClientCommand
0x0062c780 · 342 bytes · __thiscall
_ZN22CBaseMultiplayerPlayer13ClientCommandERK8CCommand
Decompiled
undefined (2 params)
/* CBaseMultiplayerPlayer::ClientCommand(CCommand const&) */
undefined4 __thiscall
CBaseMultiplayerPlayer::ClientCommand(CBaseMultiplayerPlayer *this,CCommand *param_1)
{
int iVar1;
undefined4 uVar2;
char *pcVar3;
if (*(int *)param_1 < 1) {
pcVar3 = "";
}
else {
pcVar3 = *(char **)(param_1 + 0x408);
if (pcVar3 == "ignoremsg") goto LAB_0062c7b9;
}
iVar1 = _V_stricmp(pcVar3,"ignoremsg");
if (iVar1 != 0) {
uVar2 = CBasePlayer::ClientCommand((CBasePlayer *)this,param_1);
return uVar2;
}
LAB_0062c7b9:
iVar1 = (*(int *)(this + 0x2368) + 1) % 3;
*(int *)(this + 0x2368) = iVar1;
if (iVar1 == 1) {
ClientPrint((CBasePlayer *)this,3,"#Ignore_Broadcast_Messages",(char *)0x0,(char *)0x0,
(char *)0x0,(char *)0x0);
return 1;
}
if (iVar1 != 2) {
if (iVar1 == 0) {
ClientPrint((CBasePlayer *)this,3,"#Accept_All_Messages",(char *)0x0,(char *)0x0,(char *)0x0,
(char *)0x0);
}
return 1;
}
ClientPrint((CBasePlayer *)this,3,"#Ignore_Broadcast_Team_Messages",(char *)0x0,(char *)0x0,
(char *)0x0,(char *)0x0);
return 1;
}
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.