L L4D2node

CNetChan::ProcessMessages

0x001b7c10 · 18 bytes · __thiscall

_ZN8CNetChan15ProcessMessagesER7bf_read

Decompiled

undefined (2 params)

/* CNetChan::ProcessMessages(bf_read&) */

void __thiscall CNetChan::ProcessMessages(CNetChan *this,bf_read *param_1)

{
  *(CNetChan **)(this + 0x423c) = this;
  _ProcessMessages(this,param_1);
  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)