L L4D2node

CCommandBuffer::DequeueNextCommand

0x00246390 · 54 bytes · __thiscall

_ZN14CCommandBuffer18DequeueNextCommandERPPKc

Decompiled

undefined (2 params)

/* CCommandBuffer::DequeueNextCommand(char const**&) */

undefined4 __thiscall CCommandBuffer::DequeueNextCommand(CCommandBuffer *this,char ***param_1)

{
  CCommandBuffer *pCVar1;
  
  DequeueNextCommand(this);
  pCVar1 = (CCommandBuffer *)0x0;
  if (*(int *)(this + 0x204c) != 0) {
    pCVar1 = this + 0x2454;
  }
  *param_1 = (char **)pCVar1;
  return *(undefined4 *)(this + 0x204c);
}

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)