L L4D2node

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 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)