L L4D2node

CBasePlayer::HasQueuedUsercmds

0x007addb0 · 19 bytes · __thiscall

_ZNK11CBasePlayer17HasQueuedUsercmdsEv

Decompiled

undefined (1 param)

/* CBasePlayer::HasQueuedUsercmds() const */

undefined4 __thiscall CBasePlayer::HasQueuedUsercmds(CBasePlayer *this)

{
  return CONCAT31((int3)((uint)*(int *)(this + 0x1dcc) >> 8),0 < *(int *)(this + 0x1dcc));
}

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)