L L4D2node

ConCommandBase::Create

0x00246dc0 · 100 bytes · __thiscall

_ZN14ConCommandBase6CreateEPKcS1_i

Decompiled

undefined (4 params)

/* ConCommandBase::Create(char const*, char const*, int) */

void __thiscall ConCommandBase::Create(ConCommandBase *this,char *param_1,char *param_2,int param_3)

{
  int iVar1;
  ConCommandBase *pCVar2;
  char *pcVar3;
  
  this[8] = (ConCommandBase)0x0;
  *(char **)(this + 0xc) = param_1;
  pcVar3 = "";
  if (param_2 != (char *)0x0) {
    pcVar3 = param_2;
  }
  *(int *)(this + 0x14) = param_3;
  *(char **)(this + 0x10) = pcVar3;
  pCVar2 = s_pConCommandBases;
  iVar1 = s_pAccessor;
  if ((param_3 & 1U) == 0) {
    s_pConCommandBases = this;
    *(ConCommandBase **)(this + 4) = pCVar2;
    iVar1 = s_pAccessor;
  }
  else {
    *(undefined4 *)(this + 4) = 0;
  }
  if (iVar1 != 0) {
                    /* WARNING: Could not recover jumptable at 0x00246e0e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x30))();
    return;
  }
  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)