L L4D2node

CNetChan::SplitUserCombineForSending

0x001b34e0 · 95 bytes · __thiscall

_ZN8CNetChan26SplitUserCombineForSendingEv

Decompiled

undefined (1 param)

/* CNetChan::SplitUserCombineForSending() */

void __thiscall CNetChan::SplitUserCombineForSending(CNetChan *this)

{
  if (*(short *)(this + 0x4252) != 0) {
    MergeSplitUserBuffers(this,0,this + 0x20);
    MergeSplitUserBuffers(this,1,this + 0x44);
    MergeSplitUserBuffers(this,2,this + 0x68);
  }
  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)