L L4D2node

CGameClient::ShouldSendMessages

0x001eba00 · 149 bytes · __thiscall

_ZN11CGameClient18ShouldSendMessagesEv

Decompiled

undefined (1 param)

/* CGameClient::ShouldSendMessages() */

undefined4 __thiscall CGameClient::ShouldSendMessages(CGameClient *this)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  longdouble lVar4;
  
  if ((this[0xbc] != (CGameClient)0x0) && (hltv != 0)) {
    lVar4 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
    iVar2 = (int)(1.0 / ((float)lVar4 * *(float *)(tv_snapshotrate._28_4_ + 0x2c))) +
            *(int *)(hltv + 0x51c0);
    return CONCAT31((int3)((uint)iVar2 >> 8),iVar2 <= DAT_003b7f6c);
  }
  cVar1 = (**(code **)(*(int *)this + 0x78))(this);
  if ((cVar1 != '\0') && (*(int *)(sv_stressbots._28_4_ + 0x30) == 0)) {
    return 0;
  }
  uVar3 = CBaseClient::ShouldSendMessages((CBaseClient *)this);
  return uVar3;
}

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)