L L4D2node

CPlayerInfo::GetLastUserCommand

0x007a6f30 · 312 bytes · __cdecl

_ZN11CPlayerInfo18GetLastUserCommandEv

Decompiled

undefined (0 params)

/* CPlayerInfo::GetLastUserCommand() */

void CPlayerInfo::GetLastUserCommand(void)

{
  int iVar1;
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  *(undefined2 *)(in_stack_00000004 + 0xe) = 0;
  *in_stack_00000004 = &PTR__CBotCmd_00cba1d8;
  in_stack_00000004[1] = 0;
  in_stack_00000004[2] = 0;
  in_stack_00000004[3] = 0;
  in_stack_00000004[4] = 0;
  in_stack_00000004[5] = 0;
  in_stack_00000004[6] = 0;
  in_stack_00000004[7] = 0;
  in_stack_00000004[8] = 0;
  in_stack_00000004[9] = 0;
  *(undefined1 *)(in_stack_00000004 + 10) = 0;
  in_stack_00000004[0xb] = 0;
  in_stack_00000004[0xc] = 0;
  in_stack_00000004[0xd] = 0;
  *(undefined2 *)((int)in_stack_00000004 + 0x3a) = 0;
  *(undefined1 *)(in_stack_00000004 + 0xf) = 0;
  iVar1 = *(int *)(in_stack_00000008 + 8);
  if (iVar1 != -0x1f8c) {
    in_stack_00000004[9] = *(undefined4 *)(iVar1 + 0x1fb0);
    in_stack_00000004[1] = *(undefined4 *)(iVar1 + 0x1f90);
    in_stack_00000004[6] = *(undefined4 *)(iVar1 + 0x1fa4);
    *(undefined1 *)(in_stack_00000004 + 0xf) = *(undefined1 *)(iVar1 + 0x1fc8);
    *(undefined1 *)(in_stack_00000004 + 10) = *(undefined1 *)(iVar1 + 0x1fb4);
    *(undefined2 *)(in_stack_00000004 + 0xe) = *(undefined2 *)(iVar1 + 0x1fc4);
    *(undefined2 *)((int)in_stack_00000004 + 0x3a) = *(undefined2 *)(iVar1 + 0x1fc6);
    in_stack_00000004[0xd] = *(undefined4 *)(iVar1 + 0x1fc0);
    in_stack_00000004[7] = *(undefined4 *)(iVar1 + 0x1fa8);
    in_stack_00000004[2] = *(undefined4 *)(iVar1 + 0x1f94);
    in_stack_00000004[8] = *(undefined4 *)(iVar1 + 0x1fac);
    in_stack_00000004[3] = *(undefined4 *)(iVar1 + 0x1f98);
    in_stack_00000004[4] = *(undefined4 *)(iVar1 + 0x1f9c);
    in_stack_00000004[5] = *(undefined4 *)(iVar1 + 0x1fa0);
    in_stack_00000004[0xb] = *(undefined4 *)(iVar1 + 0x1fb8);
    in_stack_00000004[0xc] = *(undefined4 *)(iVar1 + 0x1fbc);
  }
  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)