L L4D2node

CCommandBuffer::BeginProcessingCommands

0x00246100 · 49 bytes · __thiscall

_ZN14CCommandBuffer23BeginProcessingCommandsEi

Decompiled

undefined (2 params)

/* CCommandBuffer::BeginProcessingCommands(int) */

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

{
  if (param_1 != 0) {
    this[0x2048] = (CCommandBuffer)0x1;
    *(int *)(this + 0x2038) = param_1 + *(int *)(this + 0x2034) + -1;
    *(undefined4 *)(this + 0x2040) = *(undefined4 *)(this + 0x2014);
  }
  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)