L L4D2node

GCSDK::CMessageList::TallySendmessage

0x000709a0 · 74 bytes · __thiscall

_ZN5GCSDK12CMessageList16TallySendmessageEjj

Decompiled

undefined (3 params)

/* GCSDK::CMessageList::TallySendmessage(unsigned int, unsigned int) */

void __thiscall GCSDK::CMessageList::TallySendmessage(CMessageList *this,uint param_1,uint param_2)

{
  int *piVar1;
  uint *puVar2;
  uint uVar3;
  short sVar4;
  int iVar5;
  
  if ((((int)(param_1 >> 4) <= *(int *)(this + 0xc)) &&
      (iVar5 = *(int *)(*(int *)this + (param_1 >> 4) * 4), iVar5 != 0)) &&
     (sVar4 = *(short *)(iVar5 + (param_1 & 0xf) * 2), sVar4 != -1)) {
    iVar5 = sVar4 * 0x18;
    piVar1 = (int *)(*(int *)(this + 0x14) + iVar5 + 0xc);
    *piVar1 = *piVar1 + 1;
    iVar5 = iVar5 + *(int *)(this + 0x14);
    puVar2 = (uint *)(iVar5 + 0x10);
    uVar3 = *puVar2;
    *puVar2 = *puVar2 + param_2;
    piVar1 = (int *)(iVar5 + 0x14);
    *piVar1 = *piVar1 + (uint)CARRY4(uVar3,param_2);
  }
  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)