L L4D2node

CNetConsoleMgr::HandleInputChars

0x001a2900 · 119 bytes · __thiscall

_ZN14CNetConsoleMgr16HandleInputCharsEPKciP24CConnectedNetConsoleData

Decompiled

undefined (4 params)

/* CNetConsoleMgr::HandleInputChars(char const*, int, CConnectedNetConsoleData*) */

void __thiscall
CNetConsoleMgr::HandleInputChars
          (CNetConsoleMgr *this,char *param_1,int param_2,CConnectedNetConsoleData *param_3)

{
  int iVar1;
  
  do {
    if (param_2 == 0) {
      return;
    }
    while (((CConnectedNetConsoleData)*param_1 != (CConnectedNetConsoleData)0xa &&
           ((CConnectedNetConsoleData)*param_1 != (CConnectedNetConsoleData)0xd))) {
      iVar1 = *(int *)(param_3 + 4);
      if (iVar1 < 0x7ff) {
        *(int *)(param_3 + 4) = iVar1 + 1;
        param_3[iVar1 + 8] = (CConnectedNetConsoleData)*param_1;
      }
      param_1 = param_1 + 1;
      param_2 = param_2 + -1;
      if (param_2 == 0) {
        return;
      }
    }
    if (*(int *)(param_3 + 4) != 0) {
      param_3[*(int *)(param_3 + 4) + 8] = (CConnectedNetConsoleData)0x0;
      Execute(this,param_3);
    }
    param_1 = param_1 + 1;
    param_2 = param_2 + -1;
    *(undefined4 *)(param_3 + 4) = 0;
  } 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)