L L4D2node

CUserMessages::Register

0x0057d430 · 190 bytes · __thiscall

_ZN13CUserMessages8RegisterEPKci

Decompiled

undefined (3 params)

/* CUserMessages::Register(char const*, int) */

void __thiscall CUserMessages::Register(CUserMessages *this,char *param_1,int param_2)

{
  int iVar1;
  int *piVar2;
  char *local_24;
  int *local_20;
  
  if (param_1 != (char *)0x0) {
    local_24 = param_1;
    iVar1 = CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
            ::Find((CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
                    *)this,(Node_t *)&local_24);
    if (iVar1 != -1) {
      Error("CUserMessages::Register \'%s\' already registered\n",param_1);
    }
  }
  piVar2 = ::operator_new(0x30);
  piVar2[2] = 0;
  piVar2[3] = 0;
  piVar2[4] = 0;
  piVar2[5] = 0;
  piVar2[6] = 0;
  piVar2[7] = 0;
  piVar2[8] = 0;
  piVar2[9] = 0;
  piVar2[10] = 0;
  piVar2[0xb] = 0;
  piVar2[1] = (int)param_1;
  *piVar2 = param_2;
  local_24 = strdup(param_1);
  local_20 = piVar2;
  CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
  ::Insert((CUtlRBTree<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int,CUtlMap<char_const*,CUserMessage*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CUserMessage*,int>::Node_t,int>,int>>
            *)this,(Node_t *)&local_24);
  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)