CHLTVServer::SendClientMessages
0x0016f230 · 169 bytes · __cdecl
_ZN11CHLTVServer18SendClientMessagesEb
Decompiled
undefined (1 param)
/* CHLTVServer::SendClientMessages(bool) */
void CHLTVServer::SendClientMessages(bool param_1)
{
int *piVar1;
char cVar2;
int iVar3;
undefined3 in_stack_00000005;
iVar3 = 0;
if (0 < *(int *)(_param_1 + 0x124)) {
do {
piVar1 = *(int **)(*(int *)(_param_1 + 0x118) + iVar3 * 4);
cVar2 = (**(code **)(*piVar1 + 0xcc))(piVar1);
if (cVar2 != '\0') {
if ((*(int *)(_param_1 + 0x51c4) == 0) ||
(cVar2 = (**(code **)(*piVar1 + 0x74))(piVar1), cVar2 == '\0')) {
(**(code **)(*(int *)piVar1[0x3a] + 0xc4))((int *)piVar1[0x3a],0);
}
else {
(**(code **)(*piVar1 + 0xe4))(piVar1,*(undefined4 *)(_param_1 + 0x51c4));
}
(**(code **)(*piVar1 + 0xd0))(piVar1);
*(undefined8 *)(piVar1 + 0x75c2) = net_time;
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(_param_1 + 0x124));
}
return;
}
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.