GCSDK::CGCClient::BSendMessage
0x0005eab0 · 68 bytes · __thiscall
_ZN5GCSDK9CGCClient12BSendMessageERKNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE
Decompiled
undefined (2 params)
/* GCSDK::CGCClient::BSendMessage(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t> const&) */
bool __thiscall GCSDK::CGCClient::BSendMessage(CGCClient *this,CMsgBase_t *param_1)
{
undefined4 *puVar1;
int iVar2;
bool bVar3;
puVar1 = *(undefined4 **)(this + 0x18);
bVar3 = false;
if (puVar1 != (undefined4 *)0x0) {
iVar2 = (**(code **)*puVar1)
(puVar1,**(undefined4 **)(param_1 + 4),*(undefined4 **)(param_1 + 4) + 3,
*(int *)(param_1 + 0xc) + -0xc);
bVar3 = iVar2 == 0;
}
return bVar3;
}
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.