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 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.