L L4D2node

nb_command

0x00751570 · 132 bytes · __cdecl

_ZL10nb_commandRK8CCommand

Decompiled

undefined (1 param)

/* nb_command(CCommand const&) */

void nb_command(CCommand *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  uint uVar4;
  CCommand *pCVar5;
  
  if (1 < *(int *)param_1) {
    pCVar5 = (CCommand *)&DAT_00d539c2;
    if (*(int *)(param_1 + 4) != 0) {
      pCVar5 = param_1 + *(int *)(param_1 + 4) + 8;
    }
    iVar2 = TheNextBots();
    uVar4 = (uint)*(ushort *)(iVar2 + 0x10);
    if (uVar4 != 0xffff) {
      iVar3 = *(int *)(iVar2 + 4);
      do {
        piVar1 = *(int **)(iVar3 + uVar4 * 8);
        (**(code **)(*piVar1 + 0xa0))(piVar1,pCVar5);
        iVar3 = *(int *)(iVar2 + 4);
        uVar4 = (uint)*(ushort *)(iVar3 + 6 + uVar4 * 8);
      } while (uVar4 != 0xffff);
    }
    return;
  }
  Msg();
  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)