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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.