L L4D2node

CHLTVClient::ShouldSendMessages

0x001693e0 · 187 bytes · __thiscall

_ZN11CHLTVClient18ShouldSendMessagesEv

Decompiled

undefined (1 param)

/* CHLTVClient::ShouldSendMessages() */

undefined4 __thiscall CHLTVClient::ShouldSendMessages(CHLTVClient *this)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x74))(this);
  if (cVar1 == '\0') {
    uVar2 = CBaseClient::ShouldSendMessages((CBaseClient *)this);
    return uVar2;
  }
  cVar1 = (**(code **)(**(int **)(this + 0xe8) + 0xec))(*(int **)(this + 0xe8));
  if (cVar1 == '\0') {
    if ((*(int *)(this + 0x1d704) != *(int *)(*(int *)(this + 0xb8) + 0xc)) ||
       (uVar2 = 0, *(double *)(this + 0x1d708) + 2.0 < net_time)) {
      uVar2 = (**(code **)(**(int **)(this + 0xe8) + 0xe8))(*(int **)(this + 0xe8));
      if ((char)uVar2 != '\0') {
        return 1;
      }
    }
    return uVar2;
  }
  (**(code **)(**(int **)(this + 0xe8) + 0x90))(*(int **)(this + 0xe8));
  (**(code **)(*(int *)this + 0x3c))(this,"%s overflowed reliable buffer\n",this + 0x3c);
  return 0;
}

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)