L L4D2node

CCSPlayer::CheatImpulseCommands

0x0065ed20 · 19 bytes · __thiscall

_ZN9CCSPlayer20CheatImpulseCommandsEi

Decompiled

undefined (2 params)

/* CCSPlayer::CheatImpulseCommands(int) */

void __thiscall CCSPlayer::CheatImpulseCommands(CCSPlayer *this,int param_1)

{
  if (param_1 == 0x65) {
    return;
  }
  CBasePlayer::CheatImpulseCommands((CBasePlayer *)this,param_1);
  return;
}

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)