L L4D2node

CBasePlayer::ReplaceContextCommands

0x007ba070 · 139 bytes · __thiscall

_ZN11CBasePlayer22ReplaceContextCommandsEP15CCommandContextP8CUserCmdi

Decompiled

undefined (4 params)

/* CBasePlayer::ReplaceContextCommands(CCommandContext*, CUserCmd*, int) */

void __thiscall
CBasePlayer::ReplaceContextCommands
          (CBasePlayer *this,CCommandContext *param_1,CUserCmd *param_2,int param_3)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  CUserCmd *pCVar4;
  
  iVar2 = *(int *)(param_1 + 0xc) + -1;
  iVar3 = iVar2 * 0x58;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(*(int *)param_1 + iVar3);
      iVar3 = iVar3 + -0x58;
      (**(code **)*puVar1)(puVar1);
    } while (iVar2 != -1);
  }
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x1c) = 0;
  *(int *)(param_1 + 0x14) = param_3;
  iVar2 = param_3 + -1;
  *(int *)(param_1 + 0x18) = param_3;
  if (-1 < iVar2) {
    iVar3 = 0;
    pCVar4 = param_2 + iVar2 * 0x58;
    while( true ) {
      iVar2 = iVar2 + -1;
      CUtlVector<CUserCmd,CUtlMemory<CUserCmd,int>>::InsertBefore
                ((CUtlVector<CUserCmd,CUtlMemory<CUserCmd,int>> *)param_1,iVar3,pCVar4);
      if (iVar2 == -1) break;
      iVar3 = *(int *)(param_1 + 0xc);
      pCVar4 = pCVar4 + -0x58;
    }
  }
  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)