L L4D2node

CCommandBuffer::EndProcessingCommands

0x002463d0 · 157 bytes · __thiscall

_ZN14CCommandBuffer21EndProcessingCommandsEv

Decompiled

undefined (1 param)

/* CCommandBuffer::EndProcessingCommands() */

void __thiscall CCommandBuffer::EndProcessingCommands(CCommandBuffer *this)

{
  int *piVar1;
  
  this[0x2048] = (CCommandBuffer)0x0;
  *(undefined4 *)(this + 0x2040) = 0;
  piVar1 = *(int **)(this + 0x2014);
  *(int *)(this + 0x2034) = *(int *)(this + 0x2038) + 1;
  if (piVar1 != (int *)0x0) {
    if (*piVar1 < *(int *)(this + 0x2038) + 1) {
      do {
        Msg("Warning: Skipping command %s\n",(int)(char)this[piVar1[1]]);
        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;
      } while (*piVar1 < *(int *)(this + 0x2034));
    }
    Compact(this);
    return;
  }
  *(undefined4 *)(this + 0x2004) = 0;
  return;
}

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)