L L4D2node

GCSDK::CGCBase::MessageFromClient

0x0007a080 · 250 bytes · __thiscall

_ZN5GCSDK7CGCBase17MessageFromClientERK8CSteamIDjPvj

Decompiled

undefined (5 params)

/* GCSDK::CGCBase::MessageFromClient(CSteamID const&, unsigned int, void*, unsigned int) */

void __thiscall
GCSDK::CGCBase::MessageFromClient
          (CGCBase *this,CSteamID *param_1,uint param_2,void *param_3,uint param_4)

{
  uint uVar1;
  uint *puVar2;
  CNetPacket *this_00;
  uint local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  puVar2 = (uint *)CThreadSafeMultiMemoryPool::Alloc
                             ((CThreadSafeMultiMemoryPool *)g_MemPoolMsg,param_4 + 0xc);
  *puVar2 = param_2;
  uVar1 = *(uint *)param_1;
  puVar2[2] = *(uint *)(param_1 + 4);
  puVar2[1] = uVar1;
  _V_memcpy(puVar2 + 3,param_3,param_4);
  g_cNetPacket = g_cNetPacket + 1;
  this_00 = (CNetPacket *)
            CUtlMemoryPool::Alloc((CUtlMemoryPool *)CNetPacketPool::sm_MemPoolNetPacket);
  if (this_00 != (CNetPacket *)0x0) {
    CNetPacket::CNetPacket(this_00);
  }
  CNetPacket::Init(this_00,(uchar *)puVar2,param_4 + 0xc,(uchar *)puVar2);
  local_28 = *(undefined4 *)((int)puVar2 + 0xe);
  local_24 = *(undefined4 *)((int)puVar2 + 0x12);
  local_30 = *(undefined4 *)((int)puVar2 + 0x16);
  local_2c = *(undefined4 *)((int)puVar2 + 0x1a);
  local_34 = param_2;
  local_20 = 1;
  CJobMgr::BRouteMsgToJob((CJobMgr *)(this + 4),this,this_00,(JobMsgInfo_t *)&local_34);
  CMessageList::TallySendmessage((CMessageList *)g_theMessageList,param_2,param_4);
  CNetPacket::Release(this_00);
  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)