L L4D2node

CCSPlayer::HandleRadioAliasCommands

0x00659760 · 784 bytes · __thiscall

_ZN9CCSPlayer24HandleRadioAliasCommandsEPKc

Decompiled

undefined (2 params)

/* CCSPlayer::HandleRadioAliasCommands(char const*) */

undefined4 __thiscall CCSPlayer::HandleRadioAliasCommands(CCSPlayer *this,char *param_1)

{
  undefined4 uVar1;
  int iVar2;
  char *pcVar3;
  
  uVar1 = (**(code **)(*(int *)this + 300))(this);
  if (((char)uVar1 != '\0') && (((byte)this[0x1d20] & 8) == 0)) {
    if (param_1 == "coverme") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"coverme");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "takepoint") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"takepoint");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "holdpos") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"holdpos");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "regroup") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"regroup");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "followme") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"followme");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "takingfire") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"takingfire");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "go") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"go");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "fallback") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"fallback");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "sticktog") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"sticktog");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "getinpos") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"getinpos");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "stormfront") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"stormfront");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "report") {
      return uVar1;
    }
    pcVar3 = param_1;
    iVar2 = _V_stricmp(param_1,"report");
    if (iVar2 == 0) {
      return uVar1;
    }
    if ((param_1 == "roger") || (pcVar3 = param_1, iVar2 = _V_stricmp(param_1,"roger"), iVar2 == 0))
    {
      HandleMenu_Radio3((int)pcVar3);
      return uVar1;
    }
    if (param_1 == "enemyspot") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"enemyspot");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "needbackup") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"needbackup");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "sectorclear") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"sectorclear");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "inposition") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"inposition");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "reportingin") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"reportingin");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "getout") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"getout");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "negative") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"negative");
    if (iVar2 == 0) {
      return uVar1;
    }
    if (param_1 == "enemydown") {
      return uVar1;
    }
    iVar2 = _V_stricmp(param_1,"enemydown");
    if (iVar2 == 0) {
      return uVar1;
    }
  }
  return 0;
}

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)