CBasePlayer::RemoveAllCommandContextsExceptNewest
0x007bad70 · 303 bytes · __thiscall
_ZN11CBasePlayer36RemoveAllCommandContextsExceptNewestEv
Decompiled
undefined (1 param)
/* CBasePlayer::RemoveAllCommandContextsExceptNewest() */
undefined4 __thiscall CBasePlayer::RemoveAllCommandContextsExceptNewest(CBasePlayer *this)
{
int iVar1;
int iVar2;
undefined4 *puVar3;
int iVar4;
int iVar5;
CUtlMemory<CUserCmd,int> *this_00;
int iVar6;
iVar2 = *(int *)(this + 0x1dcc);
iVar4 = iVar2 + -1;
if (0 < iVar4) {
iVar2 = iVar2 + -2;
iVar1 = iVar2 * 0x24;
for (; iVar2 != -1; iVar2 = iVar2 + -1) {
this_00 = (CUtlMemory<CUserCmd,int> *)(iVar1 + *(int *)(this + 0x1dc0));
iVar5 = *(int *)(this_00 + 0xc) + -1;
iVar6 = iVar5 * 0x58;
if (-1 < iVar5) {
do {
iVar5 = iVar5 + -1;
puVar3 = (undefined4 *)(*(int *)this_00 + iVar6);
iVar6 = iVar6 + -0x58;
(**(code **)*puVar3)(puVar3);
} while (iVar5 != -1);
}
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<CUserCmd,int>::Purge(this_00);
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
CUtlMemory<CUserCmd,int>::Purge(this_00);
iVar1 = iVar1 + -0x24;
}
CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::ShiftElementsLeft
((CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *)(this + 0x1dc0),0,
iVar4);
iVar2 = *(int *)(this + 0x1dcc) - iVar4;
*(int *)(this + 0x1dcc) = iVar2;
}
if (iVar2 == 0) {
iVar4 = CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::InsertBefore
((CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *)
(this + 0x1dc0),0);
_V_memset((void *)(*(int *)(this + 0x1dc0) + iVar4 * 0x24),0,0x24);
}
return *(undefined4 *)(this + 0x1dc0);
}
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.