L L4D2node

CNetChan::Clear

0x001afc20 · 265 bytes · __thiscall

_ZN8CNetChan5ClearEv

Decompiled

undefined (1 param)

/* CNetChan::Clear() */

void __thiscall CNetChan::Clear(CNetChan *this)

{
  uint uVar1;
  uint uVar2;
  int iVar3;
  CNetChan *pCVar4;
  CNetChan *local_20;
  
  iVar3 = 0;
  pCVar4 = this + 200;
  local_20 = this;
  do {
    while (*(int *)pCVar4 != 0) {
      RemoveHeadInWaitingList(this,iVar3);
    }
    if (*(void **)(local_20 + 0x1ec) != (void *)0x0) {
      operator_delete__(*(void **)(local_20 + 0x1ec));
      *(undefined4 *)(local_20 + 0x1ec) = 0;
    }
    local_20 = local_20 + 0x130;
    iVar3 = iVar3 + 1;
    pCVar4 = pCVar4 + 0x14;
  } while (iVar3 != 2);
  iVar3 = 0;
  pCVar4 = this;
  do {
    while (*(int *)(pCVar4 + 0x358) == 1) {
      uVar1 = *(uint *)(this + 0x14);
      uVar2 = 1 << ((byte)iVar3 & 0x1f);
      if ((uVar2 & uVar1) == 0) {
        *(uint *)(this + 0x14) = uVar2 | uVar1;
      }
      else {
        *(uint *)(this + 0x14) = ~uVar2 & uVar1;
      }
      *(undefined4 *)(pCVar4 + 0x358) = 0;
      iVar3 = iVar3 + 1;
      *(undefined4 *)(pCVar4 + 0x354) = 0xffffffff;
      *(undefined4 *)(pCVar4 + 0x34c) = 0;
      *(undefined4 *)(pCVar4 + 0x344) = 0xffffffff;
      *(undefined4 *)(pCVar4 + 0x350) = 0;
      *(undefined4 *)(pCVar4 + 0x348) = 0xffffffff;
      pCVar4 = pCVar4 + 0x1c;
      if (iVar3 == 8) goto LAB_001afd06;
    }
    if (*(int *)(pCVar4 + 0x358) == 2) {
      *(undefined4 *)(pCVar4 + 0x358) = 3;
    }
    iVar3 = iVar3 + 1;
    pCVar4 = pCVar4 + 0x1c;
  } while (iVar3 != 8);
LAB_001afd06:
  this[6] = (CNetChan)0x1;
                    /* WARNING: Could not recover jumptable at 0x001afd1c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x90))();
  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)