L L4D2node

CNetChan::SendReliableViaStream

0x001b18e0 · 329 bytes · __thiscall

_ZN8CNetChan21SendReliableViaStreamEPNS_15dataFragments_sE

Decompiled

undefined (2 params)

/* CNetChan::SendReliableViaStream(CNetChan::dataFragments_s*) */

bool __thiscall CNetChan::SendReliableViaStream(CNetChan *this,dataFragments_s *param_1)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int iVar4;
  int in_GS_OFFSET;
  char *local_58 [3];
  int local_4c;
  undefined1 local_40 [32];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  bf_write::bf_write((bf_write *)local_58,"outDataHeader",local_40,0x20,-1);
  *(undefined4 *)(param_1 + 0x114) = *(undefined4 *)(this + 8);
  *(undefined4 *)(param_1 + 300) = *(undefined4 *)(param_1 + 0x124);
  bf_write::WriteByte((bf_write *)local_58,2);
  bf_write::WriteWord((bf_write *)local_58,*(uint *)(param_1 + 0x10c));
  bf_write::WriteLong((bf_write *)local_58,*(long *)(param_1 + 0x114));
  if (*(int *)(net_showtcp._28_4_ + 0x30) != 0) {
    uVar1 = *(undefined4 *)(this + 8);
    uVar2 = *(undefined4 *)(param_1 + 0x10c);
    uVar3 = netadr_s::ToString((netadr_s *)(this + 0x98),false);
    ConMsg("TCP -> %s: sz=%i seq=%i\n",uVar3,uVar2,uVar1);
  }
  NET_SendStream(*(int *)(this + 0x90),local_58[0],local_4c + 7 >> 3,0);
  iVar4 = NET_SendStream(*(int *)(this + 0x90),*(char **)(param_1 + 0x108),*(int *)(param_1 + 0x10c)
                         ,0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar4 != -1;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)