L L4D2node

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 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)