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 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.