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 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.