L L4D2node

CBaseClientState::ProcessMenu

0x000fe390 · 413 bytes · __cdecl

_ZN16CBaseClientState11ProcessMenuEP8SVC_Menu

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseClientState::ProcessMenu(SVC_Menu*) */

undefined4 CBaseClientState::ProcessMenu(SVC_Menu *param_1)

{
  int iVar1;
  char cVar2;
  int iVar3;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_24 = 0;
  local_20 = 0;
  if (_exit == 0) {
    local_10 = 0;
  }
  else {
    (**(code **)(_exit + 0x50))
              (_exit,&local_24,0,0,0,0,"/data/src/engine/./baseclientstate.cpp",0x63d,
               &ProcessMenu(SVC_Menu*)::tm_fmt,"(%s)%s","Unaccounted","ProcessMenu");
    local_10 = _exit;
  }
  iVar1 = _DAT_0040b9d4;
  local_18 = local_24;
  local_14 = local_20;
  if ((_DAT_0040b028 != 0) || (DAT_0040b02c == '\0')) {
                    /* try { // try from 000fe47e to 000fe482 has its CatchHandler @ 000fe53e */
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      if ((char *)*_DAT_0040b030 != "ProcessMenu") {
                    /* try { // try from 000fe520 to 000fe531 has its CatchHandler @ 000fe53e */
        _DAT_0040b030 =
             (int *)CVProfNode::GetSubNode((char *)_DAT_0040b030,0x2a6cf1,&DAT_00000001,0x2a054b);
      }
      CVProfNode::EnterScope();
      DAT_0040b02c = '\0';
    }
    else if ((DAT_0040b02c != '\0') && (_DAT_0040b028 == 0)) goto LAB_000fe437;
    iVar1 = _DAT_0040b9d4;
    iVar3 = ThreadGetCurrentId();
    if (iVar1 == iVar3) {
      cVar2 = CVProfNode::ExitScope();
      if (cVar2 != '\0') {
        _DAT_0040b030 = (int *)_DAT_0040b030[0x19];
      }
      DAT_0040b02c = _DAT_0040b030 == (int *)0x40b034;
    }
  }
LAB_000fe437:
  if (local_10 != 0) {
    (**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
  }
  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)