L L4D2node

key_findbinding

0x00183a40 · 400 bytes · __cdecl

_ZL15key_findbindingRK8CCommand

Decompiled

undefined (1 param)

/* key_findbinding(CCommand const&) */

void key_findbinding(CCommand *param_1)

{
  char *pcVar1;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  uint uVar5;
  uint uVar6;
  int local_24;
  uint local_20;
  
  if (*(int *)param_1 == 2) {
    pcVar1 = *(char **)(param_1 + 0x40c);
    if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
      local_20 = 0xfffffefe;
      uVar6 = 0xffffff0e;
      uVar5 = 0xffffff8e;
      do {
        pcVar2 = *(char **)(uVar5 * 8 + 0x3a3eb0);
        if ((pcVar2 != (char *)0x0) && (*pcVar2 != '\0')) {
          iVar3 = _V_strstr(pcVar2,pcVar1);
          if (iVar3 != 0) {
            if (uVar5 < 0x230) {
              if (uVar5 < 0x80) {
                local_24 = (int)uVar5 >> 5;
              }
              else if (uVar6 < 0x10) {
                local_24 = (int)uVar6 >> 2;
              }
              else if (local_20 < 0x30) {
                local_24 = ((int)local_20 / 6 + ((int)local_20 >> 0x1f) >> 1) -
                           ((int)local_20 >> 0x1f);
              }
              else {
                local_24 = (int)(uVar5 - 0x1b0) >> 4;
                if (uVar5 - 0xc0 < 0xf0) {
                  local_24 = (int)(uVar5 - 0xc0) / 0x1e;
                }
              }
              uVar4 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,uVar5 + 0x72);
              ConMsg("[%d] \"%s\" = \"%s\"\n",local_24,uVar4,pcVar2);
            }
            else {
              uVar4 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,uVar5 + 0x72);
              ConMsg("\"%s\" = \"%s\"\n",uVar4,pcVar2);
            }
          }
        }
        local_20 = local_20 + 1;
        uVar5 = uVar5 + 1;
        uVar6 = uVar6 + 1;
      } while (uVar5 != 0x230);
      return;
    }
  }
  ConMsg("usage:  key_findbinding substring\n");
  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)