CBaseClient::ShouldSendMessages
0x000f8480 · 310 bytes · __thiscall
_ZN11CBaseClient18ShouldSendMessagesEv
Decompiled
undefined (1 param)
/* CBaseClient::ShouldSendMessages() */
undefined4 __thiscall CBaseClient::ShouldSendMessages(CBaseClient *this)
{
double dVar1;
int *piVar2;
code *pcVar3;
double dVar4;
char cVar5;
undefined4 uVar6;
uVar6 = (**(code **)(*(int *)this + 0x6c))(this);
if ((char)uVar6 == '\0') {
return uVar6;
}
piVar2 = *(int **)(this + 0xe8);
if ((piVar2 != (int *)0x0) && (cVar5 = (**(code **)(*piVar2 + 0xec))(piVar2), cVar5 != '\0')) {
(**(code **)(**(int **)(this + 0xe8) + 0x90))(*(int **)(this + 0xe8));
pcVar3 = *(code **)(*(int *)this + 0x3c);
uVar6 = va("%s overflowed reliable buffer\n",this + 0x3c);
(*pcVar3)(this,uVar6);
return 0;
}
dVar4 = net_time;
dVar1 = *(double *)(this + 0x218);
cVar5 = CGameServer::ShouldSyncClientUpdates();
if ((((cVar5 != '\0') || (piVar2 = *(int **)(this + 0xe8), piVar2 == (int *)0x0)) ||
(cVar5 = (**(code **)(*piVar2 + 0x18))(piVar2), cVar5 == '\0')) && (dVar4 < dVar1)) {
cVar5 = (**(code **)(*(int *)this + 0x74))(this);
if (cVar5 != '\0') {
return 0;
}
if (this[0x215] == (CBaseClient)0x0) {
return 0;
}
piVar2 = *(int **)(this + 0xe8);
if (piVar2 == (int *)0x0) {
return 0;
}
cVar5 = (**(code **)(*piVar2 + 0xf4))(piVar2);
if (cVar5 == '\0') {
return 0;
}
}
piVar2 = *(int **)(this + 0xe8);
if ((piVar2 != (int *)0x0) && (uVar6 = (**(code **)(*piVar2 + 0xe8))(piVar2), (char)uVar6 == '\0')
) {
(**(code **)(**(int **)(this + 0xe8) + 0xbc))(*(int **)(this + 0xe8));
return uVar6;
}
return 1;
}
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.