L L4D2node

CNetchanParanoidMode::StartPacket

0x001ae630 · 98 bytes · __thiscall

_ZN20CNetchanParanoidMode11StartPacketER7bf_read

Decompiled

undefined (2 params)

/* CNetchanParanoidMode::StartPacket(bf_read&) */

void __thiscall CNetchanParanoidMode::StartPacket(CNetchanParanoidMode *this,bf_read *param_1)

{
  char cVar1;
  uint uVar2;
  
  if (*this != (CNetchanParanoidMode)0x0) {
    cVar1 = IsEnabled();
    if (cVar1 != '\0') {
      uVar2 = 0x37aa0;
      if (*(uint *)(param_1 + 0xc) < 0x37aa0) {
        uVar2 = *(uint *)(param_1 + 0xc);
      }
      *(uint *)(this + 4) = uVar2;
      _V_memcpy(*(void **)(this + 8),*(void **)(param_1 + 0x20),uVar2);
      *(undefined4 *)(this + 0x18) = 0;
      *(undefined4 *)(this + 0xc) = 0;
      *(undefined4 *)(this + 0x10) = 0;
    }
  }
  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)