L L4D2node

CNetchanParanoidMode::NoteHeaderSize

0x001ae6a0 · 80 bytes · __thiscall

_ZN20CNetchanParanoidMode14NoteHeaderSizeER7bf_readi

Decompiled

undefined (3 params)

/* CNetchanParanoidMode::NoteHeaderSize(bf_read&, int) */

void __thiscall
CNetchanParanoidMode::NoteHeaderSize(CNetchanParanoidMode *this,bf_read *param_1,int param_2)

{
  int iVar1;
  char cVar2;
  int iVar3;
  
  if (*this != (CNetchanParanoidMode)0x0) {
    cVar2 = IsEnabled();
    if (cVar2 != '\0') {
      if (*(int *)(param_1 + 0x20) == 0) {
        iVar3 = 0;
      }
      else {
        iVar1 = (((uint)(*(int *)(param_1 + 0x18) - *(int *)(param_1 + 0x20)) >> 2) * 0x20 -
                *(int *)(param_1 + 0x14)) + (*(uint *)(param_1 + 0xc) & 3) * 8;
        iVar3 = *(int *)(param_1 + 8);
        if (iVar1 <= *(int *)(param_1 + 8)) {
          iVar3 = iVar1;
        }
      }
      *(int *)(this + 0xc) = iVar3;
      *(int *)(this + 0x10) = param_2;
    }
  }
  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)