L L4D2node

CVEngineServer::EntityMessageBegin

0x0022c5b0 · 134 bytes · __thiscall

_ZN14CVEngineServer18EntityMessageBeginEiP11ServerClassb

Decompiled

undefined (4 params)

/* CVEngineServer::EntityMessageBegin(int, ServerClass*, bool) */

undefined4 __thiscall
CVEngineServer::EntityMessageBegin
          (CVEngineServer *this,int param_1,ServerClass *param_2,bool param_3)

{
  if (s_MsgData[0x210] == '\0') {
    s_MsgData[0x204] = param_3;
    s_MsgData._512_4_ = 0;
    s_MsgData._524_4_ = 0;
    s_MsgData._532_4_ = 0xffffffff;
    s_MsgData._616_4_ = param_1;
    s_MsgData._536_4_ = 0;
    s_MsgData[0x210] = 1;
    s_MsgData._520_4_ = 0x3ef79c;
    s_MsgData._620_4_ = *(undefined4 *)(param_2 + 0xc);
    bf_write::Reset((bf_write *)(s_MsgData + 0x298));
    return 0x3ef818;
  }
  Sys_Error("EntityMessageBegin:  New message started before matching call to EndMessage.\n ");
  return 0;
}

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)