L L4D2node

UserMessageBegin

0x006ca4f0 · 99 bytes · __cdecl

_Z16UserMessageBeginR16IRecipientFilterPKc

Decompiled

undefined (2 params)

/* UserMessageBegin(IRecipientFilter&, char const*) */

void UserMessageBegin(IRecipientFilter *param_1,char *param_2)

{
  int iVar1;
  
  iVar1 = CUserMessages::LookupUserMessage((CUserMessages *)usermessages,param_2);
  if (iVar1 == -1) {
    Error("UserMessageBegin:  Unregistered message \'%s\'\n",param_2);
  }
  g_pMsgBuffer = (**(code **)(*engine + 0xb0))(engine,param_1,iVar1,param_2);
  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)