CPhoneHome::Message
0x00182b00 · 182 bytes · __thiscall
_ZN10CPhoneHome7MessageEhPKc
Decompiled
undefined (3 params)
/* CPhoneHome::Message(unsigned char, char const*) */
void __thiscall CPhoneHome::Message(CPhoneHome *this,uchar param_1,char *param_2)
{
char cVar1;
int *piVar2;
int iVar3;
if ((this[4] != (CPhoneHome)0x0) && (*(int *)(this + 0x3c) != 0)) {
if (param_1 == '\x03') {
if (this[0x34] != (CPhoneHome)0x0) {
return;
}
this[0x34] = (CPhoneHome)0x1;
}
else {
if (param_1 != '\x04') {
if (param_1 == '\x01') {
cVar1 = RequestSessionId(this,(uint *)(this + 0x38));
if (cVar1 != '\0') {
return;
}
Error();
return;
}
goto LAB_00182b2d;
}
if (this[0x34] == (CPhoneHome)0x0) {
return;
}
this[0x34] = (CPhoneHome)0x0;
}
piVar2 = (int *)CommandLine_Tier0();
iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-makereslists");
if (iVar3 == 0) {
LAB_00182b2d:
SendSessionMessage(this,param_1,param_2);
return;
}
}
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.