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 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.