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 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.