L L4D2node

MessageWriteBits

0x006cab70 · 58 bytes · __cdecl

_Z16MessageWriteBitsPKvi

Decompiled

undefined (2 params)

/* MessageWriteBits(void const*, int) */

void MessageWriteBits(void *param_1,int param_2)

{
  if (g_pMsgBuffer == (bf_write *)0x0) {
    Error("WriteBits called with no active message\n");
  }
  bf_write::WriteBits(g_pMsgBuffer,param_1,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)