L L4D2node

CCommandBuffer::DequeueNextCommand

0x002462f0 · 150 bytes · __thiscall

_ZN14CCommandBuffer18DequeueNextCommandEv

Decompiled

undefined (1 param)

/* CCommandBuffer::DequeueNextCommand() */

undefined4 __thiscall CCommandBuffer::DequeueNextCommand(CCommandBuffer *this)

{
  int *piVar1;
  undefined4 uVar2;
  
  CCommand::Reset((CCommand *)(this + 0x204c));
  uVar2 = 0;
  if (*(int *)(this + 0x2020) != 0) {
    piVar1 = *(int **)(this + 0x2014);
    if (*piVar1 <= *(int *)(this + 0x2038)) {
      *(int *)(this + 0x2034) = *piVar1;
      if (0 < piVar1[2]) {
        CCommand::Tokenize((CCommand *)(this + 0x204c),(char *)(this + piVar1[1]),
                           (characterset_t *)0x0);
      }
      CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
      ::Unlink((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
                *)(this + 0x2008),(int)piVar1);
      piVar1[4] = *(int *)(this + 0x201c);
      *(int **)(this + 0x201c) = piVar1;
      *(undefined4 *)(this + 0x2040) = *(undefined4 *)(this + 0x2014);
      uVar2 = 1;
    }
  }
  return uVar2;
}

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)