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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.