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),¶m_1);
(**(code **)(*(int *)param_1 + 8))(param_1,this);
return 1;
}
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.