CNetchanParanoidMode::UpdateMessage
0x001ae7b0 · 178 bytes · __thiscall
_ZN20CNetchanParanoidMode13UpdateMessageEP11INetMessagei
Decompiled
undefined (3 params)
/* CNetchanParanoidMode::UpdateMessage(INetMessage*, int) */
void __thiscall
CNetchanParanoidMode::UpdateMessage(CNetchanParanoidMode *this,INetMessage *param_1,int param_2)
{
undefined4 *puVar1;
INetMessage *pIVar2;
char cVar3;
uint uVar4;
char *pcVar5;
int iVar6;
if (*this != (CNetchanParanoidMode)0x0) {
cVar3 = IsEnabled();
if ((cVar3 != '\0') && (0 < *(int *)(this + 0x18))) {
puVar1 = (undefined4 *)(*(int *)(this + 0x14) + -0x138 + *(int *)(this + 0x18) * 0x138);
pIVar2 = (INetMessage *)*puVar1;
if (pIVar2 == param_1) {
uVar4 = (**(code **)(*(int *)pIVar2 + 0x38))(pIVar2);
iVar6 = 0x80;
if (uVar4 < 0x80) {
iVar6 = (**(code **)(*(int *)pIVar2 + 0x38))(pIVar2);
}
_V_memcpy(puVar1 + 6,pIVar2,iVar6);
puVar1[5] = param_2;
pcVar5 = (char *)(**(code **)(*(int *)pIVar2 + 0x34))(pIVar2);
V_strncpy((char *)(puVar1 + 0x2e),pcVar5,0x80);
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.