unbind
0x00183f00 · 144 bytes · __cdecl
_ZL6unbindRK8CCommand
Decompiled
undefined (1 param)
/* unbind(CCommand const&) */
void unbind(CCommand *param_1)
{
int iVar1;
undefined1 *puVar2;
if (*(int *)param_1 != 2) {
ConMsg("unbind <key> : remove commands from a key\n");
return;
}
iVar1 = (**(code **)(*g_pInputSystem + 0x74))(g_pInputSystem,*(undefined4 *)(param_1 + 0x40c));
if (iVar1 != -1) {
if (iVar1 != 0x46) {
Key_SetBinding(iVar1,&DAT_002c79d4);
return;
}
ConMsg("Can\'t unbind ESCAPE key\n");
return;
}
if (*(int *)param_1 < 2) {
puVar2 = &DAT_002c79d4;
}
else {
puVar2 = *(undefined1 **)(param_1 + 0x40c);
}
ConMsg("\"%s\" isn\'t a valid key\n",puVar2);
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.