L L4D2node

NET_CountLaggedList

0x001c3480 · 28 bytes · __cdecl

_Z19NET_CountLaggedListP11netpacket_s

Decompiled

undefined (1 param)

/* NET_CountLaggedList(netpacket_s*) */

int NET_CountLaggedList(netpacket_s *param_1)

{
  int iVar1;
  
  iVar1 = 0;
  for (; param_1 != (netpacket_s *)0x0; param_1 = *(netpacket_s **)(param_1 + 0x4c)) {
    iVar1 = iVar1 + 1;
  }
  return iVar1;
}

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)