L L4D2node

GCSDK::CColumnSet::BParseFromMessage

0x000923a0 · 160 bytes · __thiscall

_ZN5GCSDK10CColumnSet17BParseFromMessageEPNS_10CMsgBase_tINS_12GCMsgHdrEx_tEEE

Decompiled

undefined (2 params)

/* GCSDK::CColumnSet::BParseFromMessage(GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>*) */

undefined4 __thiscall GCSDK::CColumnSet::BParseFromMessage(CColumnSet *this,CMsgBase_t *param_1)

{
  char *pcVar1;
  char cVar2;
  byte *pbVar3;
  byte *pbVar4;
  char cVar5;
  uint local_20 [4];
  
  pcVar1 = *(char **)(param_1 + 0x1c) + 1;
  if (pcVar1 <= (char *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc))) {
    cVar2 = **(char **)(param_1 + 0x1c);
    *(char **)(param_1 + 0x1c) = pcVar1;
    *(undefined4 *)(this + 0xc) = 0;
    if (cVar2 == '\0') {
      return 1;
    }
    pbVar3 = *(byte **)(param_1 + 0x1c);
    pbVar4 = pbVar3 + 1;
    if (pbVar4 <= (byte *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc))) {
      cVar5 = '\0';
      do {
        local_20[0] = (uint)*pbVar3;
        *(byte **)(param_1 + 0x1c) = pbVar4;
        cVar5 = cVar5 + '\x01';
        CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
                  ((CUtlVector<int,CUtlMemory<int,int>> *)this,*(int *)(this + 0xc),(int *)local_20)
        ;
        if (cVar5 == cVar2) {
          return 1;
        }
        pbVar3 = *(byte **)(param_1 + 0x1c);
        pbVar4 = pbVar3 + 1;
      } while (pbVar4 <= (byte *)(*(int *)(param_1 + 4) + *(int *)(param_1 + 0xc)));
    }
  }
  CMsgBase_t<GCSDK::GCMsgHdrEx_t>::PacketDump((CMsgBase_t<GCSDK::GCMsgHdrEx_t> *)param_1);
  return 0;
}

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)