L L4D2node

CNetChan::UpdateSubChannels

0x001b0a90 · 304 bytes · __thiscall

_ZN8CNetChan17UpdateSubChannelsEv

Decompiled

undefined (1 param)

/* CNetChan::UpdateSubChannels() */

void __thiscall CNetChan::UpdateSubChannels(CNetChan *this)

{
  int iVar1;
  bool bVar2;
  int iVar3;
  CNetChan *pCVar4;
  uint uVar5;
  CNetChan *pCVar6;
  int iVar7;
  CNetChan *pCVar8;
  uint uVar9;
  uint local_18;
  
  iVar3 = 0;
  pCVar6 = this;
  while (*(int *)(pCVar6 + 0x358) != 0) {
    iVar3 = iVar3 + 1;
    pCVar6 = pCVar6 + 0x1c;
    if (iVar3 == 8) {
      return;
    }
  }
  iVar7 = 0;
  pCVar6 = this + iVar3 * 0x1c + 0x344;
  bVar2 = false;
  local_18 = *(uint *)(this + 0x94) >> 8;
  pCVar4 = this + 0xbc;
  pCVar8 = pCVar6;
  do {
    if ((0 < *(int *)(pCVar4 + 0xc)) && (iVar3 = **(int **)pCVar4, *(char *)(iVar3 + 0x120) == '\0')
       ) {
      iVar1 = *(int *)(iVar3 + 0x128) + *(int *)(iVar3 + 300);
      if (*(int *)(iVar3 + 0x124) != iVar1) {
        uVar9 = *(int *)(iVar3 + 0x124) - iVar1;
        if ((int)local_18 <= (int)uVar9) {
          uVar9 = local_18;
        }
        if (((iVar7 == 1) && (this[0x428] != (CNetChan)0x0)) && (0 < (int)uVar9)) {
          uVar9 = 1;
        }
        *(uint *)(pCVar8 + 8) = uVar9;
        local_18 = local_18 - uVar9;
        *(int *)pCVar8 = iVar1;
        *(int *)(iVar3 + 300) = *(int *)(iVar3 + 300) + uVar9;
        if ((int)local_18 < 1) goto LAB_001b0b65;
        bVar2 = true;
      }
    }
    iVar7 = iVar7 + 1;
    pCVar4 = pCVar4 + 0x14;
    pCVar8 = pCVar8 + 4;
  } while (iVar7 != 2);
  if (!bVar2) {
    return;
  }
LAB_001b0b65:
  uVar9 = *(uint *)(this + 0x14);
  uVar5 = 1 << ((byte)*(int *)(pCVar6 + 0x18) & 0x1f);
  if ((uVar5 & uVar9) == 0) {
    *(uint *)(this + 0x14) = uVar5 | uVar9;
  }
  else {
    *(uint *)(this + 0x14) = ~uVar5 & uVar9;
  }
  *(int *)(pCVar6 + 0x14) = 1;
  *(int *)(pCVar6 + 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)