L L4D2node

PacketErrorMessage

0x001c1ec0 · 136 bytes · __regparm3

_ZL18PacketErrorMessage16ePacketErrorTypePKc

Decompiled

undefined (2 params)

/* PacketErrorMessage(ePacketErrorType, char const*) */

void __regparm3 PacketErrorMessage(int param_1,undefined4 param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  longdouble lVar3;
  
  *(int *)(PacketErrorMessage(ePacketErrorType,char_const*)::nMsgCount + param_1 * 4) =
       *(int *)(PacketErrorMessage(ePacketErrorType,char_const*)::nMsgCount + param_1 * 4) + 1;
  lVar3 = (longdouble)Plat_FloatTime();
  if (0.5 < (double)lVar3 -
            *(double *)
             (PacketErrorMessage(ePacketErrorType,char_const*)::flLastMsgTime + param_1 * 8)) {
    pcVar1 = *(code **)(*(int *)g_pVEngineServer + 0x124);
    uVar2 = va("(%d reports) %s",
               *(undefined4 *)
                (PacketErrorMessage(ePacketErrorType,char_const*)::nMsgCount + param_1 * 4),param_2)
    ;
    (*pcVar1)(g_pVEngineServer,uVar2);
    *(undefined4 *)(PacketErrorMessage(ePacketErrorType,char_const*)::nMsgCount + param_1 * 4) = 0;
    *(double *)(PacketErrorMessage(ePacketErrorType,char_const*)::flLastMsgTime + param_1 * 8) =
         (double)lVar3;
  }
  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)