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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.