L L4D2node

CNetChan::BContinueSocketProcessingFrameCheckpoint

0x001af270 · 181 bytes · __thiscall

_ZN8CNetChan40BContinueSocketProcessingFrameCheckpointEv

Decompiled

undefined (1 param)

/* CNetChan::BContinueSocketProcessingFrameCheckpoint() */

undefined4 __thiscall CNetChan::BContinueSocketProcessingFrameCheckpoint(CNetChan *this)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  uint uVar5;
  
  if (((*(int *)(net_chan_limit_in_debug_session._28_4_ + 0x30) == 0) &&
      (cVar2 = Plat_IsInDebugSession(0), cVar2 != '\0')) ||
     (*(int *)(net_chan_limit_disabled._28_4_ + 0x30) != 0)) {
    return 1;
  }
  uVar3 = 0;
  if (*(uint *)(this + 0x42bc) < 0x1001) {
    iVar4 = *(int *)(net_chan_limit_msec._28_4_ + 0x30);
    if (iVar4 < 1) {
      return 1;
    }
    if (*(int *)(this + 17000) == 0) {
      return 1;
    }
    if (this == g_pNetChannelProcessingActivePacket) {
      NetChannelProcessingCallbacksRunOnProcessingFinished(this,false);
      iVar4 = *(int *)(net_chan_limit_msec._28_4_ + 0x30);
    }
    uVar3 = 1;
    uVar5 = iVar4 * 1000 >> 0x1f;
    uVar1 = *(uint *)(**(int **)(this + 0x425c) + 0x18);
    if ((uVar5 <= uVar1) &&
       ((uVar5 < uVar1 || ((uint)(iVar4 * 1000) < *(uint *)(**(int **)(this + 0x425c) + 0x14))))) {
      uVar3 = 0;
    }
  }
  return uVar3;
}

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)