L L4D2node

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 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)