L L4D2node

CBaseClient::SendNetMsg

0x000fa5c0 · 260 bytes · __thiscall

_ZN11CBaseClient10SendNetMsgER11INetMessagebb

Decompiled

undefined (4 params)

/* CBaseClient::SendNetMsg(INetMessage&, bool, bool) */

undefined4 __thiscall
CBaseClient::SendNetMsg(CBaseClient *this,INetMessage *param_1,bool param_2,bool param_3)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  undefined4 uVar5;
  undefined1 uVar6;
  undefined4 uVar7;
  
  uVar7 = 1;
  if (*(int **)(this + 0xe8) != (int *)0x0) {
    pcVar1 = *(code **)(**(int **)(this + 0xe8) + 0x10c);
    cVar2 = (**(code **)(*(int *)param_1 + 0x20))(param_1);
    uVar6 = param_2;
    if (cVar2 != '\0') {
      uVar6 = 1;
    }
    iVar3 = (*pcVar1)(*(undefined4 *)(this + 0xe8),uVar6);
    uVar7 = (**(code **)(**(int **)(this + 0xe8) + 0xa8))
                      (*(int **)(this + 0xe8),param_1,param_2,param_3);
    if (*(int *)(this + 0x1d6e4) != 0) {
      pcVar1 = *(code **)(**(int **)(this + 0xe8) + 0x10c);
      cVar2 = (**(code **)(*(int *)param_1 + 0x20))(param_1);
      uVar6 = 1;
      if (cVar2 == '\0') {
        uVar6 = param_2;
      }
      iVar4 = (*pcVar1)(*(undefined4 *)(this + 0xe8),uVar6);
      uVar5 = (**(code **)(*(int *)param_1 + 0x34))(param_1);
      TraceNetworkMsg(this,iVar4 - iVar3,"NetMessage %s",uVar5);
    }
  }
  return uVar7;
}

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)