L L4D2node

GCSDK::CColumnSet::AddToMessage

0x00091f70 · 121 bytes · __thiscall

_ZNK5GCSDK10CColumnSet12AddToMessageEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE

Decompiled

undefined (2 params)

/* GCSDK::CColumnSet::AddToMessage(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) const */

void __thiscall GCSDK::CColumnSet::AddToMessage(CColumnSet *this,CMsgBase_t *param_1)

{
  CColumnSet CVar1;
  undefined1 uVar2;
  int iVar3;
  
  CVar1 = this[0xc];
  CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)param_1,1);
  *(CColumnSet *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc)) = CVar1;
  *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
  if (0 < *(int *)(this + 0xc)) {
    iVar3 = 0;
    do {
      uVar2 = *(undefined1 *)(*(int *)this + iVar3 * 4);
      iVar3 = iVar3 + 1;
      CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize
                ((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)param_1,1);
      *(undefined1 *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc)) = uVar2;
      *(int *)(param_1 + 0xc) = *(int *)(param_1 + 0xc) + 1;
    } while (iVar3 < *(int *)(this + 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)