L L4D2node

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 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)