L L4D2node

CNetChan::ProcessStream

0x001b9270 · 119 bytes · __thiscall

_ZN8CNetChan13ProcessStreamEv

Decompiled

undefined (1 param)

/* CNetChan::ProcessStream() */

undefined4 __thiscall CNetChan::ProcessStream(CNetChan *this)

{
  int iVar1;
  undefined4 uVar2;
  CNetChan *in_stack_ffffffd4;
  char local_d [5];
  
  if (*(int *)(this + 0x90) == 0) {
    return 1;
  }
  if (*(int *)(this + 0x42c) == 0) {
    iVar1 = NET_ReceiveStream(*(int *)(this + 0x90),local_d,1,0);
    if (iVar1 == 0) {
      return 1;
    }
    if (iVar1 == -1) {
      return 0;
    }
    in_stack_ffffffd4 = this;
    (**(code **)(*(int *)this + 0x80))();
    *(int *)(this + 0x42c) = (int)local_d[0];
  }
  uVar2 = ProcessStream(in_stack_ffffffd4);
  return uVar2;
}

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)