L L4D2node

CVEngineServer::UserMessageBegin

0x0022c640 · 173 bytes · __thiscall

_ZN14CVEngineServer16UserMessageBeginEP16IRecipientFilteriPKc

Decompiled

undefined (4 params)

/* CVEngineServer::UserMessageBegin(IRecipientFilter*, int, char const*) */

undefined4 __thiscall
CVEngineServer::UserMessageBegin
          (CVEngineServer *this,IRecipientFilter *param_1,int param_2,char *param_3)

{
  if (s_MsgData[0x210] == '\0') {
    s_MsgData[0x204] = 0;
    s_MsgData._524_4_ = 0;
    s_MsgData[0x210] = 0;
    s_MsgData._532_4_ = 0xffffffff;
    s_MsgData._536_4_ = 0;
    s_MsgData._520_4_ = 0;
    s_MsgData._512_4_ = param_1;
    s_MsgData[0x204] = (**(code **)(*(int *)param_1 + 8))(param_1);
    s_MsgData[0x210] = 1;
    s_MsgData._520_4_ = 0x3ef830;
    s_MsgData._764_4_ = param_2;
    CUtlString::operator=((CUtlString *)(s_MsgData + 0x340),param_3);
    bf_write::Reset((bf_write *)(s_MsgData + 0x328));
    return 0x3ef8a8;
  }
  Sys_Error("UserMessageBegin:  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)