L L4D2node

CGameClient::SendNetMsg

0x001eb690 · 82 bytes · __thiscall

_ZN11CGameClient10SendNetMsgER11INetMessagebb

Decompiled

undefined (4 params)

/* CGameClient::SendNetMsg(INetMessage&, bool, bool) */

void __thiscall
CGameClient::SendNetMsg(CGameClient *this,INetMessage *param_1,bool param_2,bool param_3)

{
  if ((this[0xbc] != (CGameClient)0x0) && (hltv != (INetMessage *)0x0)) {
    CHLTVServer::SendNetMsg(hltv,param_1._0_1_,param_2);
    return;
  }
  CBaseClient::SendNetMsg((CBaseClient *)this,param_1,param_2,param_3);
  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)