L L4D2node

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 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)