L L4D2node

ConCommand::ConCommand

0x00b6ab70 · 123 bytes · __thiscall

_ZN10ConCommandC1EPKcPFvRK8CCommandES1_iPFiS1_PA64_cE

Decompiled

undefined (6 params)

/* ConCommand::ConCommand(char const*, void (*)(CCommand const&), char const*, int, int (*)(char
   const*, char (*) [64])) */

void __thiscall
ConCommand::ConCommand
          (ConCommand *this,char *param_1,_func_void_CCommand_ptr *param_2,char *param_3,int param_4
          ,int_____char_const__char *param_5)

{
  code *pcVar1;
  
  pcVar1 = DefaultCompletionFunc;
  this[8] = (ConCommand)0x0;
  *(_func_void_CCommand_ptr **)(this + 0x18) = param_2;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 4) = 0;
  if (param_5 != (int_____char_const__char *)0x0) {
    pcVar1 = (code *)param_5;
  }
  *(undefined ***)this = &PTR__ConCommand_00d53308;
  this[0x20] = (ConCommand)
               ((byte)this[0x20] & 0xfa | 2 | param_5 != (int_____char_const__char *)0x0);
  *(code **)(this + 0x1c) = pcVar1;
                    /* try { // try from 00b6abe0 to 00b6abe4 has its CatchHandler @ 00b6abeb */
  ConCommandBase::Create((ConCommandBase *)this,param_1,param_3,param_4);
  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)