CServerGameClients::ClientCommand
0x006c5570 · 73 bytes · __thiscall
_ZN18CServerGameClients13ClientCommandEP7edict_tRK8CCommand
Decompiled
undefined (3 params)
/* CServerGameClients::ClientCommand(edict_t*, CCommand const&) */
void __thiscall
CServerGameClients::ClientCommand(CServerGameClients *this,edict_t *param_1,CCommand *param_2)
{
int *piVar1;
char cVar2;
CBasePlayer *pCVar3;
if ((param_1 != (edict_t *)0x0) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0)) {
pCVar3 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1);
if (pCVar3 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)pCVar3 + 0x16c))(pCVar3);
if (cVar2 != '\0') goto LAB_006c55a8;
}
}
pCVar3 = (CBasePlayer *)0x0;
LAB_006c55a8:
::ClientCommand(pCVar3,param_2);
return;
}
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.