L L4D2node

CGameClient::ProcessCmdKeyValues

0x001e8a50 · 178 bytes · __thiscall

_ZN11CGameClient19ProcessCmdKeyValuesEP16CLC_CmdKeyValues

Decompiled

undefined (2 params)

/* CGameClient::ProcessCmdKeyValues(CLC_CmdKeyValues*) */

undefined4 __thiscall CGameClient::ProcessCmdKeyValues(CGameClient *this,CLC_CmdKeyValues *param_1)

{
  KeyValues *this_00;
  KeyValues *pKVar1;
  int *piVar2;
  uint uVar3;
  
  uVar3 = *(uint *)(this + 0x1d750);
  (**(code **)(*serverGameClients + 0x4c))(serverGameClients,uVar3,*(undefined4 *)(param_1 + 0x48));
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,uVar3);
                    /* try { // try from 001e8aa6 to 001e8aaa has its CatchHandler @ 001e8b02 */
  KeyValues::KeyValues(this_00,"Server::CmdKeyValues",(IKeyValuesSystem *)0x0,false);
  pKVar1 = (KeyValues *)KeyValues::MakeCopy(*(KeyValues **)(param_1 + 0x48));
  KeyValues::AddSubKey(this_00,pKVar1);
  KeyValues::SetPtr(this_00,"edict",*(void **)(this + 0x1d750));
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  (**(code **)(*piVar2 + 8))(piVar2,this_00);
  return 1;
}

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)