GCSDK::CSharedObject::BSendCreateToSteamID
0x00086a80 · 278 bytes · __thiscall
_ZNK5GCSDK13CSharedObject20BSendCreateToSteamIDERK8CSteamID
Decompiled
undefined (2 params)
/* GCSDK::CSharedObject::BSendCreateToSteamID(CSteamID const&) const */
undefined4 __thiscall
GCSDK::CSharedObject::BSendCreateToSteamID(CSharedObject *this,CSteamID *param_1)
{
undefined4 *puVar1;
undefined4 uVar2;
char *this_00;
undefined **local_2c;
undefined4 *local_28;
int local_24;
size_t local_20;
int local_1c;
undefined4 local_18;
char local_14;
undefined4 local_10;
local_2c = &PTR__CMsgBase_t_000b51f8;
local_1c = 0x1e;
local_18 = 4;
local_20 = 0x22;
puVar1 = (undefined4 *)
CThreadSafeMultiMemoryPool::Alloc((CThreadSafeMultiMemoryPool *)g_MemPoolMsg,0x62);
local_24 = (int)puVar1 + local_1c;
local_28 = puVar1;
memset(puVar1,0,local_20);
local_14 = '\x01';
local_10 = 0;
local_2c = &PTR__CGCMsg_000b5590;
*puVar1 = 0x15;
*(undefined2 *)(local_28 + 3) = 1;
*(undefined4 *)((int)local_28 + 0xe) = 0xffffffff;
*(undefined4 *)((int)local_28 + 0x12) = 0xffffffff;
*(undefined4 *)((int)local_28 + 0x16) = 0xffffffff;
*(undefined4 *)((int)local_28 + 0x1a) = 0xffffffff;
puVar1 = (undefined4 *)((int)local_28 + local_1c);
/* try { // try from 00086b27 to 00086b97 has its CatchHandler @ 00086b9c */
uVar2 = (**(code **)(*(int *)this + 8))(this);
*puVar1 = uVar2;
uVar2 = (**(code **)(*(int *)this + 0x28))(this,(CMsgBase_t *)&local_2c);
if ((char)uVar2 == '\0') {
this_00 = "sharedobj";
EmitWarning("sharedobj",1,"Failed to add create fields to message in create");
}
else {
this_00 = (char *)GGCBase();
uVar2 = CGCBase::BSendGCMsgToClient((CGCBase *)this_00,param_1,(CMsgBase_t *)&local_2c);
}
local_2c = &PTR__CMsgBase_t_000b51f8;
if (local_14 != '\0') {
CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)this_00);
}
return uVar2;
}
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.