L L4D2node

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 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)