L L4D2node

CUserMessageThrottleMgr::Start

0x007bcbc0 · 105 bytes · __thiscall

_ZN23CUserMessageThrottleMgr5StartEPPKci

Decompiled

undefined (3 params)

/* CUserMessageThrottleMgr::Start(char const**, int) */

void __thiscall
CUserMessageThrottleMgr::Start(CUserMessageThrottleMgr *this,char **param_1,int param_2)

{
  int iVar1;
  int iVar2;
  char *local_24;
  undefined4 local_20;
  
  iVar2 = 0;
  CUtlDict<CBitVec<32>,int>::RemoveAll((CUtlDict<CBitVec<32>,int> *)this);
  if (0 < param_2) {
    do {
      local_24 = strdup(param_1[iVar2]);
      local_20 = 0;
      iVar1 = CUtlRBTree<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int,CUtlMap<char_const*,CBitVec<32>,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int>,int>>
              ::Insert((CUtlRBTree<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int,CUtlMap<char_const*,CBitVec<32>,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CBitVec<32>,int>::Node_t,int>,int>>
                        *)this,(Node_t *)&local_24);
      iVar1 = *(int *)(this + 4) + iVar1 * 0x18;
      if (iVar1 != -0x14) {
        *(undefined4 *)(iVar1 + 0x14) = 0;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != 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)