L L4D2node

CBasePlayer::RemoveCommandContext

0x007baea0 · 158 bytes · __thiscall

_ZN11CBasePlayer20RemoveCommandContextEi

Decompiled

undefined (2 params)

/* CBasePlayer::RemoveCommandContext(int) */

void __thiscall CBasePlayer::RemoveCommandContext(CBasePlayer *this,int param_1)

{
  CUtlMemory<CUserCmd,int> *this_00;
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  this_00 = (CUtlMemory<CUserCmd,int> *)(*(int *)(this + 0x1dc0) + param_1 * 0x24);
  iVar2 = *(int *)(this_00 + 0xc) + -1;
  iVar3 = iVar2 * 0x58;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(*(int *)this_00 + iVar3);
      iVar3 = iVar3 + -0x58;
      (**(code **)*puVar1)(puVar1);
    } while (iVar2 != -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);
  CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::ShiftElementsLeft
            ((CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *)(this + 0x1dc0),param_1,
             1);
  *(int *)(this + 0x1dcc) = *(int *)(this + 0x1dcc) + -1;
  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)