L L4D2node

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 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)