L L4D2node

CVoteController::SendVoteFailedMessage

0x00b3fc00 · 107 bytes · __thiscall

_ZN15CVoteController21SendVoteFailedMessageEP11CBasePlayer20vote_create_failed_t

Decompiled

undefined (3 params)

/* CVoteController::SendVoteFailedMessage(CBasePlayer*, vote_create_failed_t) */

void __thiscall
CVoteController::SendVoteFailedMessage(undefined4 this,CBasePlayer *param_1,int param_3)

{
  undefined **local_2c [8];
  
  if (param_1 != (CBasePlayer *)0x0) {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 00b3fc28 to 00b3fc2c has its CatchHandler @ 00b3fc6b */
    CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,param_1);
                    /* try { // try from 00b3fc30 to 00b3fc54 has its CatchHandler @ 00b3fc7d */
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_2c);
    UserMessageBegin((IRecipientFilter *)local_2c,"CallVoteFailed");
    MessageWriteByte(param_3);
    MessageEnd();
    local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  }
  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)