CPointServerCommand::InputCommand
0x0063f920 · 140 bytes · __thiscall
_ZN19CPointServerCommand12InputCommandER11inputdata_t
Decompiled
undefined (2 params)
/* CPointServerCommand::InputCommand(inputdata_t&) */
void __thiscall CPointServerCommand::InputCommand(CPointServerCommand *this,inputdata_t *param_1)
{
char cVar1;
code *UNRECOVERED_JUMPTABLE;
char *pcVar2;
undefined1 *puVar3;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
cVar1 = *pcVar2;
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
cVar1 = *pcVar2;
}
if (cVar1 == '\0') {
return;
}
UNRECOVERED_JUMPTABLE = *(code **)(*engine + 0x94);
if (*(int *)(param_1 + 0x18) == 2) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(param_1 + 8) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(param_1 + 8);
}
}
else {
puVar3 = (undefined1 *)variant_t::ToString((variant_t *)(param_1 + 8));
}
UTIL_VarArgs("%s\n",puVar3);
/* WARNING: Could not recover jumptable at 0x0063f981. Too many branches */
/* WARNING: Treating indirect jump as call */
(*UNRECOVERED_JUMPTABLE)();
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.