L L4D2node

CNetChan::RegisterMessage

0x001b47b0 · 106 bytes · __thiscall

_ZN8CNetChan15RegisterMessageEP11INetMessage

Decompiled

undefined (2 params)

/* CNetChan::RegisterMessage(INetMessage*) */

undefined4 __thiscall CNetChan::RegisterMessage(CNetChan *this,INetMessage *param_1)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)param_1 + 0x24))(param_1);
  iVar1 = FindMessage(this,iVar1);
  if (iVar1 != 0) {
    return 0;
  }
  CUtlVector<INetMessage*,CUtlMemory<INetMessage*,int>>::InsertBefore
            ((CUtlVector<INetMessage*,CUtlMemory<INetMessage*,int>> *)(this + 0x420c),
             *(int *)(this + 0x4218),&param_1);
  (**(code **)(*(int *)param_1 + 8))(param_1,this);
  return 1;
}

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)