L L4D2node

CNetChan::Transmit

0x001ad950 · 57 bytes · __thiscall

_ZN8CNetChan8TransmitEb

Decompiled

undefined (2 params)

/* CNetChan::Transmit(bool) */

bool __thiscall CNetChan::Transmit(CNetChan *this,bool param_1)

{
  int iVar1;
  
  if (param_1) {
    bf_write::Reset((bf_write *)(this + 0x44));
  }
  iVar1 = (**(code **)(*(int *)this + 0xc0))(this,0);
  return iVar1 != 0;
}

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)