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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.