L L4D2node

CNetChan::GetFreeSubChannel

0x001b0c10 · 57 bytes · __thiscall

_ZN8CNetChan17GetFreeSubChannelEv

Decompiled

undefined (1 param)

/* CNetChan::GetFreeSubChannel() */

CNetChan * __thiscall CNetChan::GetFreeSubChannel(CNetChan *this)

{
  int iVar1;
  CNetChan *pCVar2;
  
  iVar1 = 0;
  pCVar2 = this;
  do {
    if (*(int *)(pCVar2 + 0x358) == 0) {
      return this + iVar1 * 0x1c + 0x344;
    }
    iVar1 = iVar1 + 1;
    pCVar2 = pCVar2 + 0x1c;
  } while (iVar1 != 8);
  return (CNetChan *)0x0;
}

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)