CCommandBuffer::InsertCommand
0x00246480 · 288 bytes · __thiscall
_ZN14CCommandBuffer13InsertCommandEPKcii
Decompiled
undefined (4 params)
/* CCommandBuffer::InsertCommand(char const*, int, int) */
CCommandBuffer __thiscall
CCommandBuffer::InsertCommand(CCommandBuffer *this,char *param_1,int param_2,int param_3)
{
CCommandBuffer CVar1;
int iVar2;
int *piVar3;
if (0x1fe < param_2) {
Warning("WARNING: Command too long... ignoring!\n%s\n",param_1);
return (CCommandBuffer)0x0;
}
iVar2 = *(int *)(this + 0x2004);
if (*(int *)(this + 0x2044) <= iVar2 + param_2) {
Compact(this);
iVar2 = *(int *)(this + 0x2004);
if (*(int *)(this + 0x2044) <= iVar2 + param_2) {
return (CCommandBuffer)0x0;
}
}
memcpy(this + iVar2,param_1,param_2);
this[param_2 + *(int *)(this + 0x2004)] = (CCommandBuffer)0x0;
piVar3 = (int *)CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::AllocInternal((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
*)(this + 0x2008),false);
*piVar3 = param_3;
iVar2 = *(int *)(this + 0x2004);
piVar3[2] = param_2 + 1;
piVar3[1] = iVar2;
CVar1 = this[0x2048];
*(int *)(this + 0x2004) = *(int *)(this + 0x2004) + param_2 + 1;
if ((CVar1 != (CCommandBuffer)0x0) && (param_3 <= *(int *)(this + 0x2034))) {
CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::LinkBefore((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
*)(this + 0x2008),*(int *)(this + 0x2040),(int)piVar3);
return CVar1;
}
InsertCommandAtAppropriateTime(this,(int)piVar3);
return (CCommandBuffer)0x1;
}
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.