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 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.