CNetchanParanoidMode::AddMessage
0x001ae700 · 159 bytes · __thiscall
_ZN20CNetchanParanoidMode10AddMessageEP11INetMessagei
Decompiled
undefined (3 params)
/* CNetchanParanoidMode::AddMessage(INetMessage*, int) */
void __thiscall
CNetchanParanoidMode::AddMessage(CNetchanParanoidMode *this,INetMessage *param_1,int param_2)
{
undefined4 *puVar1;
int iVar2;
char cVar3;
undefined4 uVar4;
char *pcVar5;
if (*this != (CNetchanParanoidMode)0x0) {
cVar3 = IsEnabled();
if ((cVar3 != '\0') && (iVar2 = *(int *)(this + 0x18), iVar2 < 0xff)) {
*(int *)(this + 0x18) = iVar2 + 1;
puVar1 = (undefined4 *)(*(int *)(this + 0x14) + iVar2 * 0x138);
*puVar1 = param_1;
uVar4 = (**(code **)(*(int *)param_1 + 0x38))(param_1);
puVar1[1] = uVar4;
uVar4 = (**(code **)(*(int *)param_1 + 0x24))(param_1);
puVar1[2] = uVar4;
uVar4 = (**(code **)(*(int *)param_1 + 0x28))(param_1);
puVar1[3] = uVar4;
pcVar5 = (char *)(**(code **)(*(int *)param_1 + 0x2c))(param_1);
V_strncpy((char *)(puVar1 + 0x26),pcVar5,0x20);
*(undefined1 *)(puVar1 + 0x2e) = 0;
puVar1[5] = 0xffffffff;
puVar1[4] = 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.