L L4D2node

NET_ClearLaggedList

0x001c2580 · 73 bytes · __cdecl

_Z19NET_ClearLaggedListPP11netpacket_s

Decompiled

undefined (1 param)

/* NET_ClearLaggedList(netpacket_s**) */

void NET_ClearLaggedList(netpacket_s **param_1)

{
  netpacket_s *pnVar1;
  netpacket_s *pnVar2;
  
  pnVar2 = *param_1;
  while (pnVar2 != (netpacket_s *)0x0) {
    pnVar1 = *(netpacket_s **)(pnVar2 + 0x4c);
    if (*(void **)(pnVar2 + 0x18) != (void *)0x0) {
      operator_delete__(*(void **)(pnVar2 + 0x18));
      *(undefined4 *)(pnVar2 + 0x18) = 0;
    }
    operator_delete(pnVar2);
    pnVar2 = pnVar1;
  }
  *param_1 = (netpacket_s *)0x0;
  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)