L L4D2node

CBasePlayer::GetCommandContext

0x007ad5e0 · 39 bytes · __thiscall

_ZN11CBasePlayer17GetCommandContextEi

Decompiled

undefined (2 params)

/* CBasePlayer::GetCommandContext(int) */

int __thiscall CBasePlayer::GetCommandContext(CBasePlayer *this,int param_1)

{
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x1dcc))) {
    return *(int *)(this + 0x1dc0) + param_1 * 0x24;
  }
  return 0;
}

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)