L L4D2node

GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::AddVariableLenData

0x0005ddb0 · 84 bytes · __thiscall

_ZN5GCSDK10CMsgBase_tINS_12GCMsgHdrEx_tEE18AddVariableLenDataEPKvj.part.17

Decompiled

undefined (3 params)

/* GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::AddVariableLenData(void const*, unsigned int) [clone
   .part.17] */

void __thiscall
GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::AddVariableLenData
          (CMsgBase_t<GCSDK::GCMsgHdrEx_t> *this,void *param_1,uint param_2)

{
  int in_EAX;
  int iVar1;
  size_t in_ECX;
  void *in_EDX;
  
  iVar1 = CThreadSafeMultiMemoryPool::ReAlloc
                    ((CThreadSafeMultiMemoryPool *)g_MemPoolMsg,*(void **)(in_EAX + 4),
                     *(int *)(in_EAX + 0xc) + in_ECX);
  *(int *)(in_EAX + 4) = iVar1;
  *(int *)(in_EAX + 8) = *(int *)(in_EAX + 0x10) + iVar1;
  memcpy((void *)(iVar1 + *(int *)(in_EAX + 0xc)),in_EDX,in_ECX);
  *(int *)(in_EAX + 0xc) = *(int *)(in_EAX + 0xc) + in_ECX;
  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)