L L4D2node

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 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)