L L4D2node

CNetChan::MaybeAppendBuffer

0x001b25c0 · 102 bytes · __thiscall

_ZN8CNetChan17MaybeAppendBufferENS_8EBufTypeER8bf_writeRNS_13SplitPlayer_tES2_Pi

Decompiled

undefined (6 params)

/* CNetChan::MaybeAppendBuffer(CNetChan::EBufType, bf_write&, CNetChan::SplitPlayer_t&, bf_write&,
   int*) */

void __thiscall
CNetChan::MaybeAppendBuffer
          (undefined4 this,undefined4 param_2,bf_write *param_3,int *param_4,bf_write *param_5,
          int *param_6)

{
  int iVar1;
  NET_SplitScreenUser local_6c [92];
  
  iVar1 = *(int *)(param_5 + 0xc);
  if (0 < iVar1) {
    if (*param_4 != *param_6) {
      *param_6 = *param_4;
      NET_SplitScreenUser::NET_SplitScreenUser(local_6c,*param_4);
      NET_SplitScreenUser::WriteToBuffer(local_6c,param_3);
      iVar1 = *(int *)(param_5 + 0xc);
    }
    bf_write::WriteBits(param_3,*(void **)param_5,iVar1);
    bf_write::Reset(param_5);
  }
  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)