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 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.