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 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.