CBasePlayer::AllocCommandContext
0x007ba030 · 52 bytes · __thiscall
_ZN11CBasePlayer19AllocCommandContextEv
Decompiled
undefined (1 param)
/* CBasePlayer::AllocCommandContext() */
int __thiscall CBasePlayer::AllocCommandContext(CBasePlayer *this)
{
int iVar1;
iVar1 = CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::InsertBefore
((CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *)(this + 0x1dc0),
*(int *)(this + 0x1dcc));
return *(int *)(this + 0x1dc0) + iVar1 * 0x24;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.