L L4D2node

GCSDK::CMessageList::GetMessageIndex

0x00070a00 · 44 bytes · __thiscall

_ZN5GCSDK12CMessageList15GetMessageIndexEj

Decompiled

undefined (2 params)

/* GCSDK::CMessageList::GetMessageIndex(unsigned int) */

uint __thiscall GCSDK::CMessageList::GetMessageIndex(CMessageList *this,uint param_1)

{
  int iVar1;
  
  if (((int)(param_1 >> 4) <= *(int *)(this + 0xc)) &&
     (iVar1 = *(int *)(*(int *)this + (param_1 >> 4) * 4), iVar1 != 0)) {
    return (uint)*(ushort *)(iVar1 + (param_1 & 0xf) * 2);
  }
  return 0xffffffff;
}

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)