L L4D2node

CCommandBuffer::DelayAllQueuedCommands

0x002460d0 · 43 bytes · __thiscall

_ZN14CCommandBuffer22DelayAllQueuedCommandsEi

Decompiled

undefined (2 params)

/* CCommandBuffer::DelayAllQueuedCommands(int) */

void __thiscall CCommandBuffer::DelayAllQueuedCommands(CCommandBuffer *this,int param_1)

{
  int *piVar1;
  
  if (0 < param_1) {
    for (piVar1 = *(int **)(this + 0x2014); piVar1 != (int *)0x0; piVar1 = (int *)piVar1[4]) {
      *piVar1 = *piVar1 + param_1;
    }
  }
  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)