L L4D2node

CCSPlayer::ClientCommand

0x00660240 · 826 bytes · __thiscall

_ZN9CCSPlayer13ClientCommandERK8CCommand

Decompiled

undefined (2 params)

/* CCSPlayer::ClientCommand(CCommand const&) */

uint __thiscall CCSPlayer::ClientCommand(CCSPlayer *this,CCommand *param_1)

{
  CCSPlayer CVar1;
  char cVar2;
  int iVar3;
  uint uVar4;
  long lVar5;
  char *pcVar6;
  CCSPlayer CVar7;
  
  iVar3 = *(int *)param_1;
  if (iVar3 < 1) {
    iVar3 = _V_stricmp("","jointeam");
    if (iVar3 != 0) {
      iVar3 = _V_stricmp("","spectate");
      if (iVar3 == 0) {
LAB_00660410:
        uVar4 = ShouldRunRateLimitedCommand(this,param_1);
        if ((char)uVar4 == '\0') {
          return 1;
        }
        (**(code **)(*(int *)this + 0x824))(this,1,0,0);
        return uVar4;
      }
      pcVar6 = "";
      iVar3 = _V_stricmp("","joingame");
      if (iVar3 == 0) {
LAB_006604a0:
        if (*(int *)(this + 0x23bc) != 1) {
          return 1;
        }
        State_Leave(this,2);
        State_Enter(this,2);
        return 1;
      }
LAB_006602d7:
      iVar3 = _V_stricmp(pcVar6,"menuselect");
      if ((iVar3 != 0) && (cVar2 = HandleRadioAliasCommands(this,pcVar6), cVar2 == '\0')) {
        if ((pcVar6 == "listplayers") || (iVar3 = _V_stricmp(pcVar6,"listplayers"), iVar3 == 0)) {
          ListPlayers(this);
        }
        else {
          if ((pcVar6 == "ignorerad") || (iVar3 = _V_stricmp(pcVar6,"ignorerad"), iVar3 == 0)) {
            CVar1 = this[0x23b8];
            CVar7 = SUB41((byte)CVar1 ^ 1,0);
            this[0x23b8] = CVar7;
            if (CVar7 == (CCSPlayer)0x0) {
              ClientPrint((CBasePlayer *)this,3,"#Accept_Radio",(char *)0x0,(char *)0x0,(char *)0x0,
                          (char *)0x0);
              return 1;
            }
            ClientPrint((CBasePlayer *)this,3,"#Ignore_Radio",(char *)0x0,(char *)0x0,(char *)0x0,
                        (char *)0x0);
            return (byte)CVar1 ^ 1;
          }
          if ((pcVar6 != "become_vip") && (iVar3 = _V_stricmp(pcVar6,"become_vip"), iVar3 != 0)) {
            uVar4 = CBaseMultiplayerPlayer::ClientCommand((CBaseMultiplayerPlayer *)this,param_1);
            return uVar4;
          }
        }
      }
      return 1;
    }
  }
  else {
    pcVar6 = *(char **)(param_1 + 0x408);
    if (pcVar6 == "jointeam") goto LAB_0066038a;
    iVar3 = _V_stricmp(pcVar6,"jointeam");
    if (iVar3 != 0) {
      if ((pcVar6 == "spectate") || (iVar3 = _V_stricmp(pcVar6,"spectate"), iVar3 == 0))
      goto LAB_00660410;
      if ((pcVar6 == "joingame") || (iVar3 = _V_stricmp(pcVar6,"joingame"), iVar3 == 0))
      goto LAB_006604a0;
      if (pcVar6 == "menuselect") {
        return 1;
      }
      goto LAB_006602d7;
    }
  }
  iVar3 = *(int *)param_1;
LAB_0066038a:
  if (iVar3 < 2) {
    Warning("Player sent bad jointeam syntax\n");
  }
  uVar4 = ShouldRunRateLimitedCommand(this,param_1);
  if ((char)uVar4 == '\0') {
    return 1;
  }
  if (*(int *)param_1 < 2) {
    pcVar6 = "";
  }
  else {
    pcVar6 = *(char **)(param_1 + 0x40c);
  }
  lVar5 = strtol(pcVar6,(char **)0x0,10);
  (**(code **)(*(int *)this + 0x824))(this,lVar5,0,0);
  return uVar4;
}

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)