L L4D2node

CGlobalEntityList::AddPostClientMessageEntity

0x0067be60 · 268 bytes · __thiscall

_ZN17CGlobalEntityList26AddPostClientMessageEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CGlobalEntityList::AddPostClientMessageEntity(CBaseEntity*) */

void __thiscall
CGlobalEntityList::AddPostClientMessageEntity(CGlobalEntityList *this,CBaseEntity *param_1)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  iVar5 = DAT_00fdb2bc;
  uVar1 = *puVar2;
  iVar4 = DAT_00fdb2bc + 1;
  if ((iVar4 <= _DAT_00fdb2b4) || (DAT_00fdb2b8 < 0)) goto LAB_0067be93;
  if (DAT_00fdb2b8 == 0) {
    iVar3 = _DAT_00fdb2b4;
    if (_DAT_00fdb2b4 == 0) {
      if (iVar4 < 0x11) {
        _DAT_00fdb2b4 = 0x10;
        goto LAB_0067bf0f;
      }
      iVar3 = 0x10;
    }
    do {
      _DAT_00fdb2b4 = iVar3 * 2;
      if (iVar4 <= _DAT_00fdb2b4) break;
      _DAT_00fdb2b4 = iVar3 * 4;
      iVar3 = _DAT_00fdb2b4;
    } while (_DAT_00fdb2b4 < iVar4);
  }
  else {
    for (_DAT_00fdb2b4 = (DAT_00fdb2bc / DAT_00fdb2b8 + 1) * DAT_00fdb2b8; _DAT_00fdb2b4 < iVar4;
        _DAT_00fdb2b4 = (_DAT_00fdb2b4 + iVar4) / 2) {
    }
  }
LAB_0067bf0f:
  if (g_PostClientManager == (void *)0x0) {
    g_PostClientManager = malloc(_DAT_00fdb2b4 * 2);
  }
  else {
    g_PostClientManager = realloc(g_PostClientManager,_DAT_00fdb2b4 * 2);
    iVar4 = DAT_00fdb2bc + 1;
  }
LAB_0067be93:
  iVar3 = iVar5 * 2;
  iVar5 = (iVar4 - iVar5) + -1;
  DAT_00fdb2bc = iVar4;
  _DAT_00fdb2c0 = g_PostClientManager;
  if (0 < iVar5) {
    _V_memmove((void *)((int)g_PostClientManager + iVar3 + 2),
               (void *)((int)g_PostClientManager + iVar3),iVar5 * 2);
  }
  if ((ushort *)(iVar3 + (int)g_PostClientManager) != (ushort *)0x0) {
    *(ushort *)(iVar3 + (int)g_PostClientManager) = (ushort)uVar1 & 0xfff;
  }
  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)