L L4D2node

CNetChan::SendReliableAcknowledge

0x001b2430 · 222 bytes · __thiscall

_ZN8CNetChan23SendReliableAcknowledgeEi

Decompiled

undefined (2 params)

/* CNetChan::SendReliableAcknowledge(int) */

bool __thiscall CNetChan::SendReliableAcknowledge(CNetChan *this,int param_1)

{
  undefined4 uVar1;
  int iVar2;
  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,"outAcknHeader",local_40,0x20,-1);
  bf_write::WriteByte((bf_write *)local_58,4);
  bf_write::WriteLong((bf_write *)local_58,param_1);
  if (*(int *)(net_showtcp._28_4_ + 0x30) != 0) {
    uVar1 = netadr_s::ToString((netadr_s *)(this + 0x98),false);
    ConMsg("TCP -> %s: ACKN seq=%i\n",uVar1,param_1);
  }
  iVar2 = NET_SendStream(*(int *)(this + 0x90),local_58[0],local_4c + 7 >> 3,0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return 0 < iVar2;
  }
                    /* 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)