L L4D2node

CNetChan::SendTCPData

0x001b1a30 · 62 bytes · __thiscall

_ZN8CNetChan11SendTCPDataEv

Decompiled

undefined (1 param)

/* CNetChan::SendTCPData() */

void __thiscall CNetChan::SendTCPData(CNetChan *this)

{
  dataFragments_s *pdVar1;
  
  if (((*(int *)(this + 200) != 0) &&
      (pdVar1 = (dataFragments_s *)**(undefined4 **)(this + 0xbc),
      pdVar1[0x120] != (dataFragments_s)0x0)) && (*(int *)(pdVar1 + 300) < 1)) {
    SendReliableViaStream(this,pdVar1);
    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)