GCSDK::CGCBase::BSendGCMsgToClient
0x0007a2c0 · 77 bytes · __thiscall
_ZN5GCSDK7CGCBase18BSendGCMsgToClientERK8CSteamIDRKNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE
Decompiled
undefined (3 params)
/* GCSDK::CGCBase::BSendGCMsgToClient(CSteamID const&, GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>
const&) */
void __thiscall
GCSDK::CGCBase::BSendGCMsgToClient(CGCBase *this,CSteamID *param_1,CMsgBase_t *param_2)
{
(**(code **)**(undefined4 **)(this + 0x1a4))
(*(undefined4 **)(this + 0x1a4),*(undefined4 *)(this + 400),param_1,
**(undefined4 **)(param_2 + 4),*(undefined4 **)(param_2 + 4) + 3,
*(int *)(param_2 + 0xc) + -0xc);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.