L L4D2node

CNetChan::GetNumBitsWritten

0x001ad2b0 · 24 bytes · __thiscall

_ZN8CNetChan17GetNumBitsWrittenEb

Decompiled

undefined (2 params)

/* CNetChan::GetNumBitsWritten(bool) */

undefined4 __thiscall CNetChan::GetNumBitsWritten(CNetChan *this,bool param_1)

{
  CNetChan *pCVar1;
  
  pCVar1 = this + 0x44;
  if (param_1) {
    pCVar1 = this + 0x20;
  }
  return *(undefined4 *)(pCVar1 + 0xc);
}

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)