L L4D2node

CNetChan::SocketProcessingStats_t::SocketProcessingStats_t

0x001af330 · 125 bytes · __thiscall

_ZN8CNetChan23SocketProcessingStats_tC1Ev

Decompiled

undefined (1 param)

/* CNetChan::SocketProcessingStats_t::SocketProcessingStats_t() */

void __thiscall
CNetChan::SocketProcessingStats_t::SocketProcessingStats_t(SocketProcessingStats_t *this)

{
  undefined8 uVar1;
  
  _V_memset(this + 0x14,0,0x10);
  uVar1 = net_time;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x40) = 0xffffffff;
  *(undefined4 *)(this + 0x44) = 0;
  *(code **)(this + 0x24) = CDefOps<unsigned_long_long>::LessFunc;
  *(undefined8 *)this = uVar1;
  *(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)