L L4D2node

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 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)