CClientState::ProcessConnectionlessPacket
0x00115c60 · 7 bytes · __thiscall
_ZThn4_N12CClientState27ProcessConnectionlessPacketEP11netpacket_s
Decompiled
undefined (2 params)
/* non-virtual thunk to CClientState::ProcessConnectionlessPacket(netpacket_s*) */
void __thiscall CClientState::ProcessConnectionlessPacket(CClientState *this,netpacket_s *param_1)
{
ProcessConnectionlessPacket((netpacket_s *)(this + -4));
return;
}
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.