L L4D2node

CHLTVDemoRecorder::RecordMessages

0x0016d760 · 123 bytes · __thiscall

_ZN17CHLTVDemoRecorder14RecordMessagesER7bf_readi

Decompiled

undefined (3 params)

/* CHLTVDemoRecorder::RecordMessages(bf_read&, int) */

void __thiscall
CHLTVDemoRecorder::RecordMessages(CHLTVDemoRecorder *this,bf_read *param_1,int param_2)

{
  void *pvVar1;
  
  if (*(int *)(this + 0x598) == 0) {
    pvVar1 = operator_new__(0x37aa0);
    bf_write::StartWriting((bf_write *)(this + 0x598),pvVar1,0x37aa0,0,-1);
  }
  if (0 < param_2) {
    bf_write::WriteBitsFromBuffer((bf_write *)(this + 0x598),param_1,param_2);
    return;
  }
  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)