L L4D2node

Key_ForceBind_f

0x001844b0 · 670 bytes · __cdecl

_Z15Key_ForceBind_fRK8CCommand

Decompiled

undefined (1 param)

/* Key_ForceBind_f(CCommand const&) */

void Key_ForceBind_f(CCommand *param_1)

{
  int iVar1;
  KeyValues *pKVar2;
  int iVar3;
  int iVar4;
  uint uVar5;
  undefined4 uVar6;
  char *pcVar7;
  uint uVar8;
  int iVar9;
  int in_GS_OFFSET;
  Color local_28;
  undefined1 local_27;
  undefined1 local_26;
  undefined1 local_25;
  Color local_24;
  undefined1 local_23;
  undefined1 local_22;
  undefined1 local_21;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = *(int *)param_1;
  if (1 < iVar1) {
    pKVar2 = (KeyValues *)GetDefaultKeyBindings();
    local_28 = (Color)0x0;
    local_27 = 0xff;
    local_26 = 0x40;
    local_25 = 0xff;
    local_24 = (Color)0xff;
    local_23 = 0;
    local_22 = 0x40;
    local_21 = 0xff;
    iVar9 = 1;
    do {
      while( true ) {
        pcVar7 = "";
        if (iVar9 < *(int *)param_1) {
          pcVar7 = *(char **)(param_1 + iVar9 * 4 + 0x408);
        }
        iVar3 = Key_NameForBinding(pcVar7,0xffffffff,0,0xffffffff);
        iVar4 = GetSuggestedBinding(pcVar7,pKVar2);
        if (iVar3 != 0) break;
        if (iVar4 != 0) {
          uVar5 = (**(code **)(*g_pInputSystem + 0x74))(g_pInputSystem,iVar4);
          if (uVar5 < 0x2a3) {
            if (((char *)(&s_KeyContext)[uVar5 * 2] != (char *)0x0) &&
               (*(char *)(&s_KeyContext)[uVar5 * 2] != '\0')) {
              uVar8 = uVar5 + 1;
              if (0x6a < (int)uVar8) {
                uVar8 = 1;
              }
              goto joined_r0x001845a1;
            }
LAB_00184710:
            ConColorMsg(&local_28,"Bound \"%s\" to key %s\n",pcVar7,iVar4);
            Key_SetBinding(uVar5,pcVar7);
          }
          else {
            uVar8 = 0;
            if (uVar5 != 0xffffffff) goto LAB_00184710;
joined_r0x001845a1:
            while (uVar5 != uVar8) {
              uVar6 = (**(code **)(*g_pInputSystem + 0x6c))(g_pInputSystem,uVar8);
              if (((0x2a2 < uVar8) || ((char *)(&s_KeyContext)[uVar8 * 2] == (char *)0x0)) ||
                 (*(char *)(&s_KeyContext)[uVar8 * 2] == '\0')) {
                ConColorMsg(&local_28,"Bound \"%s\" to key %s\n",pcVar7,uVar6);
                Key_SetBinding(uVar8,pcVar7);
                break;
              }
              uVar8 = uVar8 + 1;
              if (0x6a < (int)uVar8) {
                uVar8 = 1;
              }
            }
          }
          iVar3 = Key_NameForBinding(pcVar7,0xffffffff,0,0xffffffff);
          if (iVar3 == 0) {
            ConColorMsg(&local_24,"Unable to bind \"%s\" to a key\n",pcVar7);
          }
        }
LAB_00184648:
        iVar9 = iVar9 + 1;
        if (iVar9 == iVar1) goto LAB_00184654;
      }
      if (((iVar4 != 0) ||
          (iVar3 = (**(code **)(*g_pInputSystem + 0x74))(g_pInputSystem,iVar3), iVar3 == 0x46)) ||
         (iVar3 == -1)) goto LAB_00184648;
      iVar9 = iVar9 + 1;
      ConColorMsg(&local_28,"Unbound obsolete command \"%s\"\n",pcVar7);
      Key_SetBinding(iVar3,&DAT_002c79d4);
    } while (iVar9 != iVar1);
LAB_00184654:
    KeyValues::deleteThis();
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)