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 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.