CDemoFile::WriteUserCmd
0x00131880 · 300 bytes · __thiscall
_ZN9CDemoFile12WriteUserCmdEiPKchii
Decompiled
undefined (6 params)
/* CDemoFile::WriteUserCmd(int, char const*, unsigned char, int, int) */
void __thiscall
CDemoFile::WriteUserCmd
(CDemoFile *this,int param_1,char *param_2,uchar param_3,int param_4,int param_5)
{
CUtlStreamBuffer *this_00;
char cVar1;
int iVar2;
void *pvVar3;
undefined1 local_24;
undefined1 uStack_23;
undefined1 uStack_22;
undefined1 uStack_21;
undefined1 local_20;
undefined1 local_1f;
undefined1 local_1e;
undefined1 local_1d;
this_00 = (CUtlStreamBuffer *)(this + 0x534);
cVar1 = CUtlStreamBuffer::IsOpen(this_00);
if (cVar1 == '\0') {
return;
}
WriteCmdHeader(this,'\x05',param_4,param_5);
if (((byte)this[0x549] & 1) == 0) {
cVar1 = CUtlBuffer::CheckPut((CUtlBuffer *)this_00,4);
if (cVar1 != '\0') {
if (((byte)this[0x568] & 1) == 0) {
*(int *)(*(int *)(this + 0x534) + (*(int *)(this + 0x544) - *(int *)(this + 0x554))) =
param_1;
iVar2 = *(int *)(this + 0x544);
}
else {
iVar2 = *(int *)(this + 0x544);
pvVar3 = (void *)((iVar2 - *(int *)(this + 0x554)) + *(int *)(this + 0x534));
if (pvVar3 != (void *)0x0) {
uStack_21 = (undefined1)((uint)param_1 >> 0x18);
local_20 = uStack_21;
uStack_22 = (undefined1)((uint)param_1 >> 0x10);
local_1f = uStack_22;
uStack_23 = (undefined1)((uint)param_1 >> 8);
local_1e = uStack_23;
local_24 = (undefined1)param_1;
local_1d = local_24;
_V_memcpy(pvVar3,&local_20,4);
iVar2 = *(int *)(this + 0x544);
}
}
*(int *)(this + 0x544) = iVar2 + 4;
CUtlBuffer::AddNullTermination((CUtlBuffer *)this_00);
}
}
else {
CUtlBuffer::Printf((CUtlBuffer *)this_00,"%d",param_1);
}
WriteRawData(this,param_2,(uint)param_3);
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.