L L4D2node

GCSDK::CSharedObjectCache::BSendMessage

0x00072710 · 7 bytes · __cdecl

_ZN5GCSDK18CSharedObjectCache12BSendMessageEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE

Decompiled

undefined (1 param)

/* GCSDK::CSharedObjectCache::BSendMessage(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) */

undefined4 GCSDK::CSharedObjectCache::BSendMessage(CMsgBase_t *param_1)

{
  return 0;
}

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)