CVEngineServer::MessageEnd
0x0022e050 · 188 bytes · __cdecl
_ZN14CVEngineServer10MessageEndEv
Decompiled
undefined (0 params)
/* CVEngineServer::MessageEnd() */
void CVEngineServer::MessageEnd(void)
{
int iVar1;
if (s_MsgData[0x210] != '\0') {
iVar1 = Message_CheckMessageLength();
if (-1 < iVar1) {
if (s_MsgData._512_4_ == 0) {
CBaseServer::BroadcastMessage
((CBaseServer *)&sv,(INetMessage *)s_MsgData._520_4_,true,(bool)s_MsgData[0x204]);
}
else {
CBaseServer::BroadcastMessage
((CBaseServer *)&sv,(INetMessage *)s_MsgData._520_4_,
(IRecipientFilter *)s_MsgData._512_4_);
}
}
s_MsgData._512_4_ = 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;
return;
}
Sys_Error("MESSAGE_END called with no active message\n");
return;
}
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.