ConCommand::Dispatch
0x0003e5b0 · 62 bytes · __cdecl
_ZN10ConCommand8DispatchERK8CCommand
Decompiled
undefined (1 param)
/* ConCommand::Dispatch(CCommand const&) */
void ConCommand::Dispatch(CCommand *param_1)
{
code *UNRECOVERED_JUMPTABLE_00;
UNRECOVERED_JUMPTABLE_00 = *(code **)(param_1 + 0x18);
if (((byte)param_1[0x20] & 2) == 0) {
if (((byte)param_1[0x20] & 4) == 0) {
if (UNRECOVERED_JUMPTABLE_00 != (code *)0x0) {
/* WARNING: Could not recover jumptable at 0x0003e5f5. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE_00)();
return;
}
}
else if (UNRECOVERED_JUMPTABLE_00 != (code *)0x0) {
/* WARNING: Could not recover jumptable at 0x0003e5e4. Too many branches */
/* WARNING: Treating indirect jump as call */
(*(code *)**(undefined4 **)UNRECOVERED_JUMPTABLE_00)();
return;
}
}
else if (UNRECOVERED_JUMPTABLE_00 != (code *)0x0) {
/* WARNING: Could not recover jumptable at 0x0003e5cd. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE_00)();
return;
}
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.