L L4D2node

CServerGameDLL::GetUserMessageInfo

0x006c5f90 · 104 bytes · __thiscall

_ZN14CServerGameDLL18GetUserMessageInfoEiPciRi

Decompiled

undefined (5 params)

/* CServerGameDLL::GetUserMessageInfo(int, char*, int, int&) */

undefined4 __thiscall
CServerGameDLL::GetUserMessageInfo
          (CServerGameDLL *this,int param_1,char *param_2,int param_3,int *param_4)

{
  undefined4 uVar1;
  char *pcVar2;
  int iVar3;
  
  uVar1 = CUserMessages::IsValidIndex((CUserMessages *)usermessages,param_1);
  if ((char)uVar1 != '\0') {
    pcVar2 = (char *)CUserMessages::GetUserMessageName((CUserMessages *)usermessages,param_1);
    V_strncpy(param_2,pcVar2,param_3);
    iVar3 = CUserMessages::GetUserMessageSize((CUserMessages *)usermessages,param_1);
    *param_4 = iVar3;
  }
  return uVar1;
}

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)