L L4D2node

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 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)