L L4D2node

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 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)