L L4D2node

NET_DiscardStaleSplitpackets

0x001c3930 · 190 bytes · __cdecl

_Z28NET_DiscardStaleSplitpacketsi

Decompiled

undefined (1 param)

/* NET_DiscardStaleSplitpackets(int) */

void NET_DiscardStaleSplitpackets(int param_1)

{
  int iVar1;
  int *piVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int local_24;
  
  piVar2 = (int *)(net_splitpackets + param_1 * 0x14);
  iVar6 = piVar2[3] + -1;
  if (-1 < iVar6) {
    iVar5 = piVar2[3] * 0x38120;
    do {
      while( true ) {
        iVar1 = iVar5 + -0x38120;
        pvVar3 = (void *)(*piVar2 + iVar1);
        if (net_time < (double)(*(float *)((int)pvVar3 + 0x3811c) + 15.0)) break;
        local_24 = piVar2[3];
        iVar4 = (local_24 - iVar6) + -1;
        if (0 < iVar4) {
          _V_memmove(pvVar3,(void *)(iVar5 + *piVar2),iVar4 * 0x38120);
          local_24 = piVar2[3];
        }
        iVar6 = iVar6 + -1;
        piVar2[3] = local_24 + -1;
        iVar5 = iVar1;
        if (iVar6 == -1) {
          return;
        }
      }
      iVar6 = iVar6 + -1;
      iVar5 = iVar1;
    } while (iVar6 != -1);
  }
  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)