L L4D2node

CNetChan::UpdateMessageStats

0x001ad780 · 38 bytes · __thiscall

_ZN8CNetChan18UpdateMessageStatsEii

Decompiled

undefined (3 params)

/* CNetChan::UpdateMessageStats(int, int) */

void __thiscall CNetChan::UpdateMessageStats(CNetChan *this,int param_1,int param_2)

{
  short *psVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 0x41a0);
  *(int *)(this + param_1 * 4 + 0x41a4) = *(int *)(this + param_1 * 4 + 0x41a4) + param_2;
  if (iVar2 != 0) {
    psVar1 = (short *)(iVar2 + 0x1c + param_1 * 2);
    *psVar1 = *psVar1 + (short)param_2;
  }
  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)