L L4D2node

CPointBroadcastClientCommand::InputCommand

0x0063f820 · 224 bytes · __thiscall

_ZN28CPointBroadcastClientCommand12InputCommandER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  code *pcVar1;
  char *pcVar2;
  int iVar3;
  undefined1 *puVar4;
  int iVar5;
  int *local_20;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar2 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar2 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  if ((*pcVar2 != '\0') && (0 < *(int *)(gpGlobals + 0x14))) {
    iVar5 = 1;
    do {
      iVar3 = UTIL_PlayerByIndex(iVar5);
      if (((iVar3 != 0) && (iVar3 = *(int *)(iVar3 + 0x30), iVar3 != 0)) &&
         (*(int *)(iVar3 + 0xc) != 0)) {
        pcVar1 = *(code **)(*engine + 0x9c);
        if (*(int *)(param_1 + 0x18) == 2) {
          puVar4 = *(undefined1 **)(param_1 + 8);
          local_20 = engine;
          if (puVar4 == (undefined1 *)0x0) {
            puVar4 = &DAT_00d539c2;
          }
        }
        else {
          puVar4 = (undefined1 *)variant_t::ToString((variant_t *)(param_1 + 8));
          local_20 = engine;
        }
        engine = local_20;
        (*pcVar1)(local_20,iVar3,&DAT_00c5799e,puVar4);
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(int *)(gpGlobals + 0x14));
  }
  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)