L L4D2node

key_listboundkeys

0x00183920 · 265 bytes · __cdecl

_ZL17key_listboundkeysRK8CCommand

Decompiled

undefined (1 param)

/* key_listboundkeys(CCommand const&) */

void key_listboundkeys(CCommand *param_1)

{
  int iVar1;
  char *pcVar2;
  undefined4 uVar3;
  int iVar4;
  uint uVar5;
  
  uVar5 = 0xffffff8e;
  do {
    pcVar2 = *(char **)(uVar5 * 8 + 0x3a3eb0);
    iVar1 = uVar5 + 0x72;
    if ((pcVar2 != (char *)0x0) && (*pcVar2 != '\0')) {
      if (uVar5 < 0x230) {
        iVar4 = (int)uVar5 >> 5;
        if (0x7f < uVar5) {
          if (uVar5 - 0x80 < 0x10) {
            iVar4 = (int)(uVar5 - 0x80) >> 2;
          }
          else if (uVar5 - 0x90 < 0x30) {
            iVar4 = (int)(uVar5 - 0x90) / 0xc;
          }
          else {
            iVar4 = (int)(uVar5 - 0x1b0) >> 4;
            if (uVar5 - 0xc0 < 0xf0) {
              iVar4 = (int)(uVar5 - 0xc0) / 0x1e;
            }
          }
        }
        uVar3 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,iVar1);
        ConMsg("[%d:%d]\"%s\" = \"%s\"\n",iVar1,iVar4,uVar3,pcVar2);
      }
      else {
        uVar3 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,iVar1);
        ConMsg("\"%s\" = \"%s\"\n",uVar3,pcVar2);
      }
    }
    uVar5 = uVar5 + 1;
  } while (uVar5 != 0x230);
  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)