L L4D2node

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 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)