L L4D2node

CNetChan::FindMessage

0x001b1870 · 97 bytes · __thiscall

_ZN8CNetChan11FindMessageEi

Decompiled

undefined (2 params)

/* CNetChan::FindMessage(int) */

undefined4 __thiscall CNetChan::FindMessage(CNetChan *this,int param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0x4218);
  if (0 < iVar1) {
    iVar4 = 0;
    do {
      piVar2 = *(int **)(*(int *)(this + 0x420c) + iVar4 * 4);
      if (piVar2 != (int *)0x0) {
        iVar3 = (**(code **)(*piVar2 + 0x24))(piVar2);
        if (iVar3 == param_1) {
          return *(undefined4 *)(*(int *)(this + 0x420c) + iVar4 * 4);
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  return 0;
}

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)