L L4D2node

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 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)