CBaseClient::TraceNetworkData
0x000fa440 · 196 bytes · __thiscall
_ZN11CBaseClient16TraceNetworkDataER8bf_writePKcz
Decompiled
undefined (3 params)
/* CBaseClient::TraceNetworkData(bf_write&, char const*, ...) */
void __thiscall CBaseClient::TraceNetworkData(CBaseClient *this,bf_write *param_1,char *param_2,...)
{
int in_GS_OFFSET;
char local_a4 [64];
Spike_t local_64 [64];
int local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(this + 0x1d6e4) != 0) {
V_vsnprintf(local_a4,0x40,param_2,&stack0x00000010);
local_24 = 0;
local_64[0] = (Spike_t)0x0;
V_strncpy((char *)local_64,local_a4,0x40);
local_24 = *(int *)(param_1 + 0xc) - *(int *)(this + 0x1d6ec);
CUtlVector<Spike_t,CUtlMemory<Spike_t,int>>::InsertBefore
((CUtlVector<Spike_t,CUtlMemory<Spike_t,int>> *)(this + 0x1d6f0),
*(int *)(this + 0x1d6fc),local_64);
*(undefined4 *)(this + 0x1d6ec) = *(undefined4 *)(param_1 + 0xc);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.