L L4D2node

CDemoFile::ReadUserCmd

0x001314c0 · 255 bytes · __thiscall

_ZN9CDemoFile11ReadUserCmdEPcRi

Decompiled

undefined (3 params)

/* CDemoFile::ReadUserCmd(char*, int&) */

undefined4 __thiscall CDemoFile::ReadUserCmd(CDemoFile *this,char *param_1,int *param_2)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  undefined4 uVar4;
  undefined4 local_24;
  undefined4 local_20;
  
  if (((byte)this[0x549] & 1) == 0) {
    uVar4 = 0;
    cVar1 = CUtlBuffer::CheckGet((CUtlBuffer *)(this + 0x534),4);
    if (cVar1 != '\0') {
      if (((byte)this[0x568] & 1) == 0) {
        iVar2 = *(int *)(this + 0x540);
        uVar4 = *(undefined4 *)(*(int *)(this + 0x534) + (iVar2 - *(int *)(this + 0x554)));
      }
      else {
        puVar3 = (undefined4 *)
                 ((*(int *)(this + 0x540) - *(int *)(this + 0x554)) + *(int *)(this + 0x534));
        if (puVar3 == (undefined4 *)0x0) {
          puVar3 = &local_24;
        }
        local_20 = local_24;
        local_20 = CONCAT31((int3)((uint)local_24 >> 8),*(undefined1 *)((int)puVar3 + 3));
        local_20._2_2_ = (undefined2)((uint)local_24 >> 0x10);
        local_20._0_2_ = CONCAT11(*(undefined1 *)((int)puVar3 + 2),*(undefined1 *)((int)puVar3 + 3))
        ;
        local_20._3_1_ = (undefined1)((uint)local_24 >> 0x18);
        local_20._0_3_ = CONCAT12(*(undefined1 *)((int)puVar3 + 1),(undefined2)local_20);
        local_20 = CONCAT13(*(undefined1 *)puVar3,(undefined3)local_20);
        _V_memcpy(&local_24,&local_20,4);
        iVar2 = *(int *)(this + 0x540);
        uVar4 = local_24;
      }
      *(int *)(this + 0x540) = iVar2 + 4;
    }
  }
  else {
    local_24 = 0;
    CUtlBuffer::Scanf((CUtlBuffer *)(this + 0x534),"%d",&local_24);
    uVar4 = local_24;
  }
  iVar2 = ReadRawData(this,param_1,*param_2);
  *param_2 = iVar2;
  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)