CNetChan::SendData
0x001adaf0 · 151 bytes · __thiscall
_ZN8CNetChan8SendDataER8bf_writeb
Decompiled
undefined (3 params)
/* CNetChan::SendData(bf_write&, bool) */
uint __thiscall CNetChan::SendData(CNetChan *this,bf_write *param_1,bool param_2)
{
int iVar1;
uint uVar2;
bf_write *this_00;
iVar1 = netadr_s::GetType((netadr_s *)(this + 0x98));
if ((iVar1 == 0) || (iVar1 = *(int *)(param_1 + 0xc), iVar1 < 1)) {
uVar2 = 1;
}
else {
if (param_1[0x10] == (bf_write)0x0) {
if (!param_2) {
this_00 = (bf_write *)(this + 0x44);
if (*(int *)(this + 0x4c) - *(int *)(this + 0x50) < iVar1) {
return 0;
}
goto LAB_001adb71;
}
}
else if (!param_2) {
return (uint)(byte)param_1[0x10];
}
if (iVar1 <= *(int *)(this + 0x28) - *(int *)(this + 0x2c)) {
this_00 = (bf_write *)(this + 0x20);
LAB_001adb71:
uVar2 = bf_write::WriteBits(this_00,*(void **)param_1,iVar1);
return uVar2;
}
ConMsg("ERROR! SendData reliabe data too big (%i)",iVar1 + 7 >> 3);
uVar2 = 0;
}
return uVar2;
}
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.