CNetChan::ProcessPacket(netpacket_s*,bool)::CNetChannelPacketProcessingCallbackFinishProcessing::OnProcessingFinished
0x001add60 · 148 bytes · __thiscall
_ZZN8CNetChan13ProcessPacketEP11netpacket_sbEN51CNetChannelPacketProcessingCallbackFinishProcessing20OnProcessingFinishedEPS_b
Decompiled
undefined (3 params)
/* OnProcessingFinished(CNetChan*, bool) */
void __thiscall
CNetChan::ProcessPacket(netpacket_s*,bool)::CNetChannelPacketProcessingCallbackFinishProcessing::
OnProcessingFinished
(CNetChannelPacketProcessingCallbackFinishProcessing *this,CNetChan *param_1,bool param_2)
{
uint *puVar1;
int *piVar2;
uint uVar3;
int iVar4;
int iVar5;
uint uVar6;
uint uVar7;
int iVar8;
if (*(int *)(this + 4) == g_pNetChannelProcessingActivePacket) {
iVar5 = Plat_MSTime();
iVar4 = g_pNetChannelProcessingActivePacket;
uVar6 = iVar5 * 1000;
uVar7 = uVar6 - *(uint *)(this + 8);
iVar5 = **(int **)(g_pNetChannelProcessingActivePacket + 0x425c);
iVar8 = -(uint)(uVar6 < *(uint *)(this + 8)) - *(int *)(this + 0xc);
puVar1 = (uint *)(iVar5 + 0x14);
uVar3 = *puVar1;
*puVar1 = *puVar1 + uVar7;
piVar2 = (int *)(iVar5 + 0x18);
*piVar2 = *piVar2 + iVar8 + (uint)CARRY4(uVar3,uVar7);
puVar1 = (uint *)(iVar4 + 0x4298);
uVar3 = *puVar1;
*puVar1 = *puVar1 + uVar7;
piVar2 = (int *)(iVar4 + 0x429c);
*piVar2 = *piVar2 + iVar8 + (uint)CARRY4(uVar3,uVar7);
*(uint *)(this + 8) = uVar6;
*(undefined4 *)(this + 0xc) = 0;
if (!param_2) {
return;
}
g_pNetChannelProcessingActivePacket = 0;
}
else if (!param_2) {
return;
}
*(undefined ***)this = &PTR_OnProcessingFinished_002bb730;
operator_delete(this);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.