L L4D2node

CNetChan::DecrementQueuedPackets

0x001b2520 · 28 bytes · __thiscall

_ZN8CNetChan22DecrementQueuedPacketsEv

Decompiled

undefined (1 param)

/* CNetChan::DecrementQueuedPackets() */

void __thiscall CNetChan::DecrementQueuedPackets(CNetChan *this)

{
  int iVar1;
  
  iVar1 = 0;
  if (-1 < *(int *)(this + 0x4224) + -1) {
    iVar1 = *(int *)(this + 0x4224) + -1;
  }
  *(int *)(this + 0x4224) = iVar1;
  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)