CBaseServer::BroadcastMessage
0x00106fa0 · 212 bytes · __thiscall
_ZN11CBaseServer16BroadcastMessageER11INetMessagebb
Decompiled
undefined (4 params)
/* CBaseServer::BroadcastMessage(INetMessage&, bool, bool) */
void __thiscall
CBaseServer::BroadcastMessage(CBaseServer *this,INetMessage *param_1,bool param_2,bool param_3)
{
int *piVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
if (0 < *(int *)(this + 0x120)) {
iVar4 = 0;
do {
while ((((piVar1 = *(int **)(*(int *)(this + 0x114) + iVar4 * 4), param_2 &&
(cVar2 = (**(code **)(*piVar1 + 0x74))(piVar1), cVar2 == '\0')) ||
(cVar2 = (**(code **)(*piVar1 + 0x70))(piVar1), cVar2 == '\0')) ||
((cVar2 = (**(code **)(*piVar1 + 100))(piVar1,param_1,param_3,0), cVar2 != '\0' ||
((cVar2 = (**(code **)(*(int *)param_1 + 0x20))(param_1), cVar2 == '\0' && (!param_3))
))))) {
iVar4 = iVar4 + 1;
if (*(int *)(this + 0x120) <= iVar4) {
return;
}
}
iVar4 = iVar4 + 1;
uVar3 = (**(code **)(*piVar1 + 0x1c))(piVar1);
DevMsg("BroadcastMessage: Reliable broadcast message overflow for client %s",uVar3);
} while (iVar4 < *(int *)(this + 0x120));
}
return;
}
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.