L L4D2node

GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize

0x00092450 · 54 bytes · __thiscall

_ZN5GCSDK10CMsgBase_tINS_12GCMsgHdrEx_tEE16EnsurePacketSizeEj

Decompiled

undefined (2 params)

/* GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize(unsigned int) */

void __thiscall
GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::EnsurePacketSize
          (CMsgBase_t<GCSDK::GCMsgHdrEx_t> *this,uint param_1)

{
  int iVar1;
  
  iVar1 = CThreadSafeMultiMemoryPool::ReAlloc
                    ((CThreadSafeMultiMemoryPool *)g_MemPoolMsg,*(void **)(this + 4),
                     *(int *)(this + 0xc) + param_1);
  *(int *)(this + 4) = iVar1;
  *(int *)(this + 8) = iVar1 + *(int *)(this + 0x10);
  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)