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 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.