L L4D2node

CNetSupportImpl::SendPacket

0x001c1bb0 · 184 bytes · __thiscall

_ZN15CNetSupportImpl10SendPacketEP11INetChanneliRK8netadr_sPKviP8bf_writeb

Decompiled

undefined (8 params)

/* CNetSupportImpl::SendPacket(INetChannel*, int, netadr_s const&, void const*, int, bf_write*,
   bool) */

void __thiscall
CNetSupportImpl::SendPacket
          (CNetSupportImpl *this,INetChannel *param_1,int param_2,netadr_s *param_3,void *param_4,
          int param_5,bf_write *param_6,bool param_7)

{
  short sVar1;
  int iVar2;
  int in_GS_OFFSET;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_2c = *(undefined4 *)param_3;
  local_28 = *(undefined4 *)(param_3 + 4);
  local_24 = *(undefined4 *)(param_3 + 8);
  sVar1 = netadr_s::GetPort((netadr_s *)&local_2c);
  if (sVar1 == 0) {
    iVar2 = netadr_s::GetType((netadr_s *)&local_2c);
    if (iVar2 == 2) {
      netadr_s::SetPort((netadr_s *)&local_2c,0x6987);
    }
  }
  NET_SendPacket(param_1,param_2,(netadr_s *)&local_2c,param_4,param_5,param_6,param_7,0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)