L L4D2node

NET_SendQueuedPacket

0x001c3f40 · 62 bytes · __cdecl

_Z20NET_SendQueuedPacketP15SendQueueItem_t

Decompiled

undefined (1 param)

/* NET_SendQueuedPacket(SendQueueItem_t*) */

void NET_SendQueuedPacket(SendQueueItem_t *param_1)

{
  int in_stack_fffffff0;
  
  NET_SendTo(SUB41(*(undefined4 *)(param_1 + 4),0),*(int *)(param_1 + 8),*(char **)(param_1 + 0x18),
             *(int *)(param_1 + 0x40),*(sockaddr **)(param_1 + 0x50),-1,in_stack_fffffff0);
  CNetChan::DecrementQueuedPackets(*(CNetChan **)param_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)