L L4D2node

CGlobalEntityList::PostClientMessagesSent

0x0067bf80 · 86 bytes · __cdecl

_ZN17CGlobalEntityList22PostClientMessagesSentEv

Decompiled

undefined (0 params)

/* CGlobalEntityList::PostClientMessagesSent() */

void CGlobalEntityList::PostClientMessagesSent(void)

{
  int iVar1;
  
  iVar1 = (DAT_00fdb2bc + -1) * 2;
  if (-1 < DAT_00fdb2bc + -1) {
    do {
      if (*(CBaseEntity **)(gEntList + (uint)*(ushort *)(g_PostClientManager + iVar1) * 0x10 + 4) !=
          (CBaseEntity *)0x0) {
        CBaseEntity::PostClientMessagesSent
                  (*(CBaseEntity **)
                    (gEntList + (uint)*(ushort *)(g_PostClientManager + iVar1) * 0x10 + 4));
      }
      iVar1 = iVar1 + -2;
    } while (iVar1 != -2);
  }
  DAT_00fdb2bc = 0;
  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)