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 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
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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.