L L4D2node

GCSDK::CGCClient::OnGCMessageAvailable

0x0005e670 · 398 bytes · __cdecl

_ZN5GCSDK9CGCClient20OnGCMessageAvailableEP20GCMessageAvailable_t

Decompiled

undefined (1 param)

/* GCSDK::CGCClient::OnGCMessageAvailable(GCMessageAvailable_t*) */

void GCSDK::CGCClient::OnGCMessageAvailable(GCMessageAvailable_t *param_1)

{
  int *piVar1;
  char cVar2;
  size_t __size;
  uint *puVar3;
  int iVar4;
  CNetPacket *this;
  size_t sVar5;
  uint local_3c;
  uint local_38;
  uint local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  while( true ) {
    piVar1 = *(int **)(param_1 + 0x18);
    if (piVar1 == (int *)0x0) {
      return;
    }
    cVar2 = (**(code **)(*piVar1 + 4))(piVar1,&local_3c);
    if (cVar2 == '\0') break;
    sVar5 = *(size_t *)(param_1 + 0x20);
    __size = local_3c + 0xc;
    if (((int)sVar5 < (int)__size) && (-1 < *(int *)(param_1 + 0x24))) {
      *(size_t *)(param_1 + 0x20) = __size;
      if (*(void **)(param_1 + 0x1c) == (void *)0x0) {
        puVar3 = malloc(__size);
        *(uint **)(param_1 + 0x1c) = puVar3;
        sVar5 = __size;
      }
      else {
        puVar3 = realloc(*(void **)(param_1 + 0x1c),__size);
        *(uint **)(param_1 + 0x1c) = puVar3;
        sVar5 = *(size_t *)(param_1 + 0x20);
      }
    }
    else {
      puVar3 = *(uint **)(param_1 + 0x1c);
    }
    iVar4 = (**(code **)(**(int **)(param_1 + 0x18) + 8))
                      (*(int **)(param_1 + 0x18),&local_38,puVar3 + 3,sVar5,&local_3c);
    if (iVar4 == 0) {
      puVar3[1] = 0;
      puVar3[2] = 0;
      *puVar3 = local_38;
      g_cNetPacket = g_cNetPacket + 1;
      this = (CNetPacket *)
             CUtlMemoryPool::Alloc((CUtlMemoryPool *)CNetPacketPool::sm_MemPoolNetPacket);
      if (this != (CNetPacket *)0x0) {
        CNetPacket::CNetPacket(this);
      }
      CNetPacket::Init(this,(uchar *)puVar3,__size,(uchar *)0x0);
      local_24 = *(undefined4 *)((int)puVar3 + 0x12);
      local_28 = *(undefined4 *)((int)puVar3 + 0xe);
      local_2c = *(undefined4 *)((int)puVar3 + 0x1a);
      local_30 = *(undefined4 *)((int)puVar3 + 0x16);
      local_34 = local_38;
      local_20 = 2;
      CJobMgr::BRouteMsgToJob((CJobMgr *)(param_1 + 0x28),param_1,this,(JobMsgInfo_t *)&local_34);
      CMessageList::TallySendmessage((CMessageList *)g_theMessageList,local_38,local_3c);
      CNetPacket::Release(this);
    }
  }
  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)