L L4D2node

CPointClientCommand::InputCommand

0x0063f6f0 · 273 bytes · __thiscall

_ZN19CPointClientCommand12InputCommandER11inputdata_t

Decompiled

undefined (2 params)

/* CPointClientCommand::InputCommand(inputdata_t&) */

void __thiscall CPointClientCommand::InputCommand(CPointClientCommand *this,inputdata_t *param_1)

{
  code *pcVar1;
  char cVar2;
  char *pcVar3;
  int iVar4;
  undefined1 *puVar5;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  if (*pcVar3 == '\0') {
    return;
  }
  if (*(int *)(gpGlobals + 0x14) == 1) {
LAB_0063f7c0:
    iVar4 = *(int *)(gpGlobals + 0x58);
    if (iVar4 == 0) {
      return;
    }
    if ((*(byte *)(iVar4 + 0x10) & 2) != 0) {
      return;
    }
    iVar4 = iVar4 + 0x10;
  }
  else {
    if ((*(int *)param_1 == 0) ||
       (iVar4 = __dynamic_cast(*(int *)param_1,&CBaseEntity::typeinfo,&CBasePlayer::typeinfo,0),
       iVar4 == 0)) {
      cVar2 = IsInCommentaryMode();
      if (cVar2 == '\0') {
        return;
      }
      goto LAB_0063f7c0;
    }
    iVar4 = *(int *)(iVar4 + 0x30);
    cVar2 = IsInCommentaryMode();
    if (cVar2 != '\0') {
      if (iVar4 != 0) goto LAB_0063f763;
      goto LAB_0063f7c0;
    }
  }
  if (iVar4 == 0) {
    return;
  }
LAB_0063f763:
  if (*(int *)(iVar4 + 0xc) != 0) {
    pcVar1 = *(code **)(*engine + 0x9c);
    if (*(int *)(param_1 + 0x18) == 2) {
      puVar5 = &DAT_00d539c2;
      if (*(undefined1 **)(param_1 + 8) != (undefined1 *)0x0) {
        puVar5 = *(undefined1 **)(param_1 + 8);
      }
    }
    else {
      puVar5 = (undefined1 *)variant_t::ToString((variant_t *)(param_1 + 8));
    }
    (*pcVar1)(engine,iVar4,&DAT_00c5799e,puVar5);
  }
  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)