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 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.