L L4D2node

CServerRemoteAccess::SendMessageToAdminUI

0x0020e520 · 402 bytes · __thiscall

_ZN19CServerRemoteAccess20SendMessageToAdminUIEjPKc

Decompiled

undefined (3 params)

/* CServerRemoteAccess::SendMessageToAdminUI(unsigned int, char const*) */

void __thiscall
CServerRemoteAccess::SendMessageToAdminUI(CServerRemoteAccess *this,uint param_1,char *param_2)

{
  CUtlBuffer CVar1;
  char cVar2;
  int iVar3;
  void *pvVar4;
  CUtlBuffer *this_00;
  undefined1 local_20;
  undefined1 local_1f;
  undefined1 local_1e;
  undefined1 local_1d;
  
  if (*(uint *)(this + 0x60) != param_1) {
    Warning("ServerRemoteAccess: Sending AdminUI message to non-AdminUI listener\n");
  }
  iVar3 = CUtlLinkedList<CServerRemoteAccess::DataResponse_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::DataResponse_t,int>,int>>
          ::InsertBefore((CUtlLinkedList<CServerRemoteAccess::DataResponse_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::DataResponse_t,int>,int>>
                          *)(this + 4),-1);
  *(uint *)(*(int *)(this + 4) + 0x38 + iVar3 * 0x44) = param_1;
  this_00 = (CUtlBuffer *)(iVar3 * 0x44 + *(int *)(this + 4));
  if (((byte)this_00[0x15] & 1) == 0) {
    cVar2 = CUtlBuffer::CheckPut(this_00,4);
    if (cVar2 != '\0') {
      if (((byte)this_00[0x34] & 1) == 0) {
        *(undefined4 *)(*(int *)this_00 + (*(int *)(this_00 + 0x10) - *(int *)(this_00 + 0x20))) = 0
        ;
        iVar3 = *(int *)(this_00 + 0x10);
      }
      else {
        iVar3 = *(int *)(this_00 + 0x10);
        pvVar4 = (void *)((iVar3 - *(int *)(this_00 + 0x20)) + *(int *)this_00);
        if (pvVar4 != (void *)0x0) {
          local_20 = 0;
          local_1f = 0;
          local_1e = 0;
          local_1d = 0;
          _V_memcpy(pvVar4,&local_20,4);
          iVar3 = *(int *)(this_00 + 0x10);
        }
      }
      *(int *)(this_00 + 0x10) = iVar3 + 4;
      CUtlBuffer::AddNullTermination(this_00);
      CVar1 = this_00[0x15];
      goto joined_r0x0020e602;
    }
  }
  else {
    CUtlBuffer::Printf(this_00,"%d",0);
  }
  CVar1 = this_00[0x15];
joined_r0x0020e602:
  if (((byte)CVar1 & 1) == 0) {
    cVar2 = CUtlBuffer::CheckPut(this_00,4);
    if (cVar2 != '\0') {
      if (((byte)this_00[0x34] & 1) == 0) {
        *(undefined4 *)(*(int *)this_00 + (*(int *)(this_00 + 0x10) - *(int *)(this_00 + 0x20))) = 1
        ;
        iVar3 = *(int *)(this_00 + 0x10);
      }
      else {
        iVar3 = *(int *)(this_00 + 0x10);
        pvVar4 = (void *)((iVar3 - *(int *)(this_00 + 0x20)) + *(int *)this_00);
        if (pvVar4 != (void *)0x0) {
          local_20 = 0;
          local_1f = 0;
          local_1e = 0;
          local_1d = 1;
          _V_memcpy(pvVar4,&local_20,4);
          iVar3 = *(int *)(this_00 + 0x10);
        }
      }
      *(int *)(this_00 + 0x10) = iVar3 + 4;
      CUtlBuffer::AddNullTermination(this_00);
    }
  }
  else {
    CUtlBuffer::Printf(this_00,"%d",1);
  }
  CUtlBuffer::PutString(this_00,param_2);
  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)