CNetChan::RemoveHeadInWaitingList
0x001afb30 · 211 bytes · __thiscall
_ZN8CNetChan23RemoveHeadInWaitingListEi
Decompiled
undefined (2 params)
/* CNetChan::RemoveHeadInWaitingList(int) */
void __thiscall CNetChan::RemoveHeadInWaitingList(CNetChan *this,int param_1)
{
int iVar1;
int *piVar2;
int iVar3;
undefined4 *puVar4;
int iVar5;
int iVar6;
iVar1 = param_1 * 0x14;
piVar2 = (int *)**(undefined4 **)(this + iVar1 + 0xbc);
if ((void *)piVar2[0x42] != (void *)0x0) {
operator_delete__((void *)piVar2[0x42]);
}
if (*piVar2 != 0) {
(**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,*piVar2);
*piVar2 = 0;
}
iVar3 = *(int *)(this + iVar1 + 200);
if (iVar3 < 1) {
LAB_001afbac:
operator_delete(piVar2);
return;
}
puVar4 = *(undefined4 **)(this + iVar1 + 0xbc);
iVar5 = 0;
if (piVar2 != (int *)*puVar4) {
do {
iVar5 = iVar5 + 1;
if (iVar5 == iVar3) goto LAB_001afbac;
} while (piVar2 != (int *)puVar4[iVar5]);
if (iVar5 == -1) goto LAB_001afbac;
}
iVar6 = (iVar3 - iVar5) + -1;
if (iVar6 < 1) {
*(int *)(this + iVar1 + 200) = iVar3 + -1;
}
else {
_V_memmove(puVar4 + iVar5,puVar4 + iVar5 + 1,iVar6 * 4);
*(int *)(this + iVar1 + 200) = *(int *)(this + iVar1 + 200) + -1;
}
operator_delete(piVar2);
return;
}
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.