L L4D2node

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 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)