L L4D2node

NetChannelProcessingCallbacksRunOnProcessingFinished

0x001ad040 · 110 bytes · __regparm3

_ZL52NetChannelProcessingCallbacksRunOnProcessingFinishedP8CNetChanb

Decompiled

undefined (2 params)

/* NetChannelProcessingCallbacksRunOnProcessingFinished(CNetChan*, bool) */

void __regparm3 NetChannelProcessingCallbacksRunOnProcessingFinished(CNetChan *param_1,bool param_2)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = DAT_003ab954 + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(g_arrNetChannelProcessingCallbacks + iVar3);
      iVar3 = iVar3 + -4;
      (*(code *)**(undefined4 **)*puVar1)((undefined4 *)*puVar1,param_1,param_2);
    } while (iVar2 != -1);
  }
  if (param_2) {
    DAT_003ab954 = 0;
  }
  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)