L L4D2node

scripted_user_func

0x0089fc60 · 243 bytes · __cdecl

_ZL18scripted_user_funcRK8CCommand

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x0089fd25) */
/* scripted_user_func(CCommand const&) */

void scripted_user_func(CCommand *param_1)

{
  char *__src;
  undefined4 uVar1;
  int iVar2;
  undefined4 local_30;
  void *local_28;
  undefined4 local_24;
  undefined2 local_20;
  ushort local_1e;
  
  uVar1 = UTIL_GetCommandClient();
  if (*(int *)param_1 < 2) {
    local_28 = (void *)0x0;
    local_1e = 0;
    local_24 = local_30;
    local_20 = 0;
  }
  else {
    __src = *(char **)(param_1 + 0x40c);
    local_1e = 0;
    local_28 = (void *)0x0;
    local_24 = 0;
    local_20 = 0x1f;
                    /* try { // try from 0089fcc8 to 0089fccc has its CatchHandler @ 0089fd5b */
    iVar2 = _V_strlen(__src);
    local_28 = malloc(iVar2 + 1U);
    memcpy(local_28,__src,iVar2 + 1U);
    local_1e = local_1e | 1;
  }
                    /* try { // try from 0089fd09 to 0089fd0d has its CatchHandler @ 0089fd70 */
  CDirectorChallengeMode::DoUserConsoleFunc
            (*(CDirectorChallengeMode **)(TheDirector + 0x648),uVar1,&local_28);
  if ((local_1e & 1) != 0) {
    free(local_28);
  }
  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)