L L4D2node

CCommandBuffer::CCommandBuffer

0x00246780 · 233 bytes · __thiscall

_ZN14CCommandBufferC1Ev

Decompiled

undefined (1 param)

/* CCommandBuffer::CCommandBuffer() */

void __thiscall CCommandBuffer::CCommandBuffer(CCommandBuffer *this)

{
  *(undefined4 *)(this + 0x2008) = 0;
  *(undefined4 *)(this + 0x200c) = 0;
  *(undefined4 *)(this + 0x2010) = 0x20;
  CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>::Grow
            ((CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>> *)(this + 0x2008),
             0x20);
  *(undefined4 *)(this + 0x2028) = 0;
  *(undefined4 *)(this + 0x202c) = 0xffffffff;
  *(undefined4 *)(this + 0x2014) = 0;
  *(undefined4 *)(this + 0x2018) = 0;
  *(undefined4 *)(this + 0x201c) = 0;
  *(undefined4 *)(this + 0x2020) = 0;
  *(undefined4 *)(this + 0x2024) = 0;
  *(undefined4 *)(this + 0x2030) = 0;
                    /* try { // try from 00246819 to 0024681d has its CatchHandler @ 00246869 */
  CCommand::CCommand((CCommand *)(this + 0x204c));
  *(undefined4 *)(this + 0x2040) = 0;
  *(undefined4 *)(this + 0x203c) = 1;
  *(undefined4 *)(this + 0x2034) = 0;
  *(undefined4 *)(this + 0x2038) = 0xffffffff;
  *(undefined4 *)(this + 0x2004) = 0;
  this[0x2048] = (CCommandBuffer)0x0;
  *(undefined4 *)(this + 0x2044) = 0x2000;
  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)