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 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.