L L4D2node

CTerrorPlayer::CheckChatText

0x00996c20 · 106 bytes · __thiscall

_ZN13CTerrorPlayer13CheckChatTextEPci

Decompiled

undefined (3 params)

/* CTerrorPlayer::CheckChatText(char*, int) */

void __thiscall CTerrorPlayer::CheckChatText(CTerrorPlayer *this,char *param_1,int param_2)

{
  int iVar1;
  
  if (((param_1 != (char *)0x0) && (param_2 != 0)) && (*param_1 == '/')) {
    iVar1 = V_strnicmp(param_1,"/report",7);
    if (iVar1 == 0) {
      *param_1 = '\0';
      (**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(this + 0x30),"%s",param_1 + 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)