CNetChan::ProcessPacket(netpacket_s*,bool)::CNetChannelPacketProcessingRunAtScopeExit::~CNetChannelPacketProcessingRunAtScopeExit
0x001ad280 · 32 bytes · __thiscall
_ZZN8CNetChan13ProcessPacketEP11netpacket_sbEN41CNetChannelPacketProcessingRunAtScopeExitD2Ev
Decompiled
undefined (1 param)
/* ~CNetChannelPacketProcessingRunAtScopeExit() */
void __thiscall
CNetChan::ProcessPacket(netpacket_s*,bool)::CNetChannelPacketProcessingRunAtScopeExit::
~CNetChannelPacketProcessingRunAtScopeExit(CNetChannelPacketProcessingRunAtScopeExit *this)
{
if ((g_pNetChannelProcessingActivePacket != (CNetChan *)0x0) &&
(g_pNetChannelProcessingActivePacket == *(CNetChan **)this)) {
NetChannelProcessingCallbacksRunOnProcessingFinished(g_pNetChannelProcessingActivePacket,true);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.