L L4D2node

script_execute

0x00b474d0 · 301 bytes · __cdecl

_ZL14script_executeRK8CCommand

Decompiled

undefined (1 param)

/* script_execute(CCommand const&) */

void script_execute(CCommand *param_1)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  
  pcVar2 = "";
  if (1 < *(int *)param_1) {
    pcVar2 = *(char **)(param_1 + 0x40c);
  }
  if ((*pcVar2 == '\0') || (g_pScriptVM == 0)) {
    Msg();
    return;
  }
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 != '\0') {
    if (*(int *)param_1 < 2) {
      pcVar2 = "";
    }
    else {
      pcVar2 = *(char **)(param_1 + 0x40c);
      if (pcVar2 == (char *)0x0) {
        return;
      }
    }
    iVar3 = _V_strlen(pcVar2);
    if ((((0 < iVar3) && (iVar3 = _V_strstr(pcVar2,"\\\\"), iVar3 == 0)) &&
        (iVar3 = _V_strstr(pcVar2,":"), iVar3 == 0)) &&
       (((iVar3 = _V_strstr(pcVar2,".."), iVar3 == 0 && (iVar3 = _V_strstr(pcVar2,"\n"), iVar3 == 0)
         ) && (iVar3 = _V_strstr(pcVar2,"\r"), iVar3 == 0)))) {
      pcVar2 = "";
      if (1 < *(int *)param_1) {
        pcVar2 = *(char **)(param_1 + 0x40c);
      }
      cVar1 = V_IsAbsolutePath(pcVar2);
      if (cVar1 == '\0') {
        pcVar2 = "";
        if (1 < *(int *)param_1) {
          pcVar2 = *(char **)(param_1 + 0x40c);
        }
        VScriptServerRunScript(pcVar2,(HSCRIPT__ *)0x0,true);
        return;
      }
    }
  }
  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)