L L4D2node

CHLTVClientState::ProcessGameEventList

0x0016ce50 · 473 bytes · __thiscall

_ZN16CHLTVClientState20ProcessGameEventListEP17SVC_GameEventList

Decompiled

undefined (2 params)

/* CHLTVClientState::ProcessGameEventList(SVC_GameEventList*) */

void __thiscall
CHLTVClientState::ProcessGameEventList(CHLTVClientState *this,SVC_GameEventList *param_1)

{
  undefined4 uVar1;
  CHLTVClientState *pCVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  int in_GS_OFFSET;
  undefined4 uStackY_e0;
  uint auStack_d4 [5];
  CHLTVClientState *local_c0 [4];
  undefined **local_b0;
  SVC_GameEventList local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_a0;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_90;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_80;
  undefined4 local_7c;
  undefined4 local_78;
  undefined4 local_74;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_ac = param_1[4];
  local_a8 = *(undefined4 *)(param_1 + 8);
  local_a4 = *(undefined4 *)(param_1 + 0xc);
  local_a0 = *(undefined4 *)(param_1 + 0x10);
  local_9c = *(undefined4 *)(param_1 + 0x14);
  local_98 = *(undefined4 *)(param_1 + 0x18);
  local_94 = *(undefined4 *)(param_1 + 0x1c);
  local_90 = *(undefined4 *)(param_1 + 0x20);
  local_8c = *(undefined4 *)(param_1 + 0x24);
  local_88 = *(undefined4 *)(param_1 + 0x28);
  local_84 = *(undefined4 *)(param_1 + 0x2c);
  local_80 = *(undefined4 *)(param_1 + 0x30);
  local_7c = *(undefined4 *)(param_1 + 0x34);
  local_78 = *(undefined4 *)(param_1 + 0x38);
  local_b0 = &PTR__SVC_GameEventList_002a2128;
  local_74 = *(undefined4 *)(param_1 + 0x3c);
  local_70 = *(undefined4 *)(param_1 + 0x40);
  local_6c = *(undefined4 *)(param_1 + 0x44);
  local_68 = *(undefined4 *)(param_1 + 0x48);
  local_64 = *(undefined4 *)(param_1 + 0x4c);
  local_60 = *(undefined4 *)(param_1 + 0x50);
  local_5c = *(undefined4 *)(param_1 + 0x54);
  local_58 = *(undefined4 *)(param_1 + 0x58);
  local_54 = *(undefined4 *)(param_1 + 0x5c);
  local_50 = *(undefined4 *)(param_1 + 0x60);
  local_4c = *(undefined4 *)(param_1 + 100);
  local_48 = *(undefined4 *)(param_1 + 0x68);
  local_44 = *(undefined4 *)(param_1 + 0x6c);
  local_40 = *(undefined4 *)(param_1 + 0x70);
  local_3c = *(undefined4 *)(param_1 + 0x74);
  local_38 = *(undefined4 *)(param_1 + 0x78);
  local_34 = *(undefined4 *)(param_1 + 0x7c);
  local_c0[0] = this;
  local_30 = *(undefined4 *)(param_1 + 0x80);
  local_2c = *(undefined4 *)(param_1 + 0x84);
  local_28 = *(undefined4 *)(param_1 + 0x88);
  local_24 = *(undefined4 *)(param_1 + 0x8c);
  uStackY_e0 = 0x16cf8c;
  CBaseClientState::ProcessGameEventList((CBaseClientState *)this,(SVC_GameEventList *)&local_b0);
  iVar3 = *(int *)(param_1 + 0x50) + 7 >> 3;
  uVar4 = iVar3 + 3;
  uVar5 = iVar3 + 6;
  if (-1 < (int)uVar4) {
    uVar5 = uVar4;
  }
  iVar3 = -(((uVar5 & 0xfffffffc) + 0xf & 0xfffffff0) + 0x10);
  *(int *)((int)auStack_d4 + iVar3) = *(int *)(param_1 + 0x50);
  *(SVC_GameEventList **)((int)local_c0 + iVar3 + -0x1c) = param_1 + 0x54;
  *(int *)((int)local_c0 + iVar3 + -0x18) = (int)local_c0 + iVar3;
  *(undefined4 *)((int)&uStackY_e0 + iVar3) = 0x16cfc6;
  CBitRead::ReadBits(*(CBitRead **)((int)local_c0 + iVar3 + -0x1c),
                     *(void **)((int)local_c0 + iVar3 + -0x18),*(int *)((int)auStack_d4 + iVar3));
  *(undefined4 *)((int)auStack_d4 + iVar3 + 8) = 0xffffffff;
  uVar1 = *(undefined4 *)(param_1 + 0x50);
  *(uint *)((int)auStack_d4 + iVar3) = uVar5 & 0xfffffffc;
  *(int *)((int)local_c0 + iVar3 + -0x18) = (int)local_c0 + iVar3;
  *(undefined4 *)((int)auStack_d4 + iVar3 + 4) = uVar1;
  *(SVC_GameEventList **)((int)local_c0 + iVar3 + -0x1c) = param_1 + 0x78;
  *(undefined4 *)((int)&uStackY_e0 + iVar3) = 0x16cfe8;
  bf_write::StartWriting
            (*(bf_write **)((int)local_c0 + iVar3 + -0x1c),*(void **)((int)local_c0 + iVar3 + -0x18)
             ,*(int *)((int)auStack_d4 + iVar3),*(int *)((int)auStack_d4 + iVar3 + 4),
             *(int *)((int)auStack_d4 + iVar3 + 8));
  pCVar2 = local_c0[0];
  *(SVC_GameEventList **)((int)local_c0 + iVar3 + -0x18) = param_1;
  *(undefined4 *)((int)auStack_d4 + iVar3 + 4) = 0;
  *(undefined4 *)((int)auStack_d4 + iVar3) = 0;
  *(undefined4 *)((int)local_c0 + iVar3 + -0x1c) = *(undefined4 *)(pCVar2 + 0x49ec);
  *(undefined4 *)((int)&uStackY_e0 + iVar3) = 0x16d010;
  CHLTVServer::SendNetMsg
            (*(INetMessage **)((int)local_c0 + iVar3 + -0x1c),
             *(bool *)((int)local_c0 + iVar3 + -0x18),*(bool *)((int)auStack_d4 + iVar3));
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)&uStackY_e0 + iVar3) = &UNK_0016d029;
  __stack_chk_fail();
}

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)