L L4D2node

unbindall

0x00183ea0 · 75 bytes · __cdecl

_ZL9unbindallRK8CCommand

Decompiled

undefined (1 param)

/* unbindall(CCommand const&) */

void unbindall(CCommand *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 1;
  iVar1 = 0;
  do {
    if ((&s_KeyContext)[iVar1 * 2] == 0) {
LAB_00183ee3:
      if (iVar2 == 0x2a2) {
        return;
      }
    }
    else if ((iVar1 != 0x46) && (iVar1 != 0x39)) {
      Key_SetBinding(iVar1,&DAT_002c79d4);
      goto LAB_00183ee3;
    }
    iVar1 = iVar1 + 1;
    iVar2 = iVar2 + 1;
  } while( true );
}

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)