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 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.