CCommandBuffer::InsertImmediateCommand
0x002462c0 · 41 bytes · __thiscall
_ZN14CCommandBuffer22InsertImmediateCommandEi
Decompiled
undefined (2 params)
/* CCommandBuffer::InsertImmediateCommand(int) */
void __thiscall CCommandBuffer::InsertImmediateCommand(CCommandBuffer *this,int param_1)
{
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 *)(this + 0x2040),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.