CNetChan::CanPacket
0x001adcb0 · 110 bytes · __thiscall
_ZNK8CNetChan9CanPacketEv
Decompiled
undefined (1 param)
/* CNetChan::CanPacket() const */
bool __thiscall CNetChan::CanPacket(CNetChan *this)
{
char cVar1;
if ((*(int *)(net_chokeloopback._28_4_ + 0x30) == 0) &&
(cVar1 = netadr_s::IsLoopback((netadr_s *)(this + 0x98)), cVar1 != '\0')) {
return (bool)cVar1;
}
cVar1 = (**(code **)(*g_pQueuedPackedSender + 0x14))(g_pQueuedPackedSender,this);
if ((cVar1 == '\0') && (*(int *)(this + 0x4224) < 1)) {
return *(double *)(this + 0xb4) <= net_time && net_time != *(double *)(this + 0xb4);
}
return false;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.