L L4D2node

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 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)