CCommandBuffer::InsertCommandAtAppropriateTime
0x00246270 · 70 bytes · __thiscall
_ZN14CCommandBuffer30InsertCommandAtAppropriateTimeEi
Decompiled
undefined (2 params)
/* CCommandBuffer::InsertCommandAtAppropriateTime(int) */
void __thiscall CCommandBuffer::InsertCommandAtAppropriateTime(CCommandBuffer *this,int param_1)
{
int iVar1;
int *piVar2;
piVar2 = *(int **)(this + 0x2014);
if (piVar2 != (int *)0x0) {
iVar1 = *piVar2;
while ((iVar1 <= *(int *)param_1 && (piVar2 = (int *)piVar2[4], piVar2 != (int *)0x0))) {
iVar1 = *piVar2;
}
}
CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::LinkBefore((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
*)(this + 0x2008),(int)piVar2,param_1);
return;
}
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
DHookCreateFromConf - DHooks reads return type, this-type,
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.