L L4D2node

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 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)