L L4D2node

GCSDK::CGCClient::BSendMessage

0x0005ea70 · 53 bytes · __thiscall

_ZN5GCSDK9CGCClient12BSendMessageEjPKhj

Decompiled

undefined (4 params)

/* GCSDK::CGCClient::BSendMessage(unsigned int, unsigned char const*, unsigned int) */

bool __thiscall
GCSDK::CGCClient::BSendMessage(CGCClient *this,uint param_1,uchar *param_2,uint param_3)

{
  undefined4 *puVar1;
  int iVar2;
  bool bVar3;
  
  puVar1 = *(undefined4 **)(this + 0x18);
  bVar3 = false;
  if (puVar1 != (undefined4 *)0x0) {
    iVar2 = (**(code **)*puVar1)(puVar1,param_1,param_2,param_3);
    bVar3 = iVar2 == 0;
  }
  return bVar3;
}

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)