L L4D2node

CNetChan::CheckWaitingList

0x001b0c60 · 122 bytes · __thiscall

_ZN8CNetChan16CheckWaitingListEi

Decompiled

undefined (2 params)

/* CNetChan::CheckWaitingList(int) */

void __thiscall CNetChan::CheckWaitingList(CNetChan *this,int param_1)

{
  int iVar1;
  
  if ((*(int *)(this + param_1 * 0x14 + 200) != 0) && (0 < *(int *)(this + 0x10))) {
    iVar1 = **(int **)(this + param_1 * 0x14 + 0xbc);
    if (*(int *)(iVar1 + 0x128) == *(int *)(iVar1 + 0x124)) {
      if (*(int *)(net_showfragments._28_4_ + 0x30) != 0) {
        ConMsg("Sending complete: %i fragments, %i bytes.\n",*(int *)(iVar1 + 0x128),
               *(undefined4 *)(iVar1 + 0x10c));
      }
      RemoveHeadInWaitingList(this,param_1);
      return;
    }
  }
  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)