L L4D2node

CHLTVDemoRecorder::RecordServerClasses

0x0016d600 · 123 bytes · __thiscall

_ZN17CHLTVDemoRecorder19RecordServerClassesEP11ServerClass

Decompiled

undefined (2 params)

/* CHLTVDemoRecorder::RecordServerClasses(ServerClass*) */

void __thiscall CHLTVDemoRecorder::RecordServerClasses(CHLTVDemoRecorder *this,ServerClass *param_1)

{
  uchar *puVar1;
  int iVar2;
  bf_write local_34 [36];
  
  puVar1 = (uchar *)NET_AllocPayload();
                    /* try { // try from 0016d62d to 0016d66a has its CatchHandler @ 0016d67b */
  bf_write::bf_write(local_34,puVar1,0x37aa0,-1);
  DataTable_WriteSendTablesBuffer(param_1,local_34);
  DataTable_WriteClassInfosBuffer(param_1,local_34);
  iVar2 = (**(code **)(*(int *)this + 4))(this);
  CDemoFile::WriteNetworkDataTables((CDemoFile *)(this + 4),local_34,iVar2);
  NET_FreePayload(puVar1);
  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)