L L4D2node

net_channels

0x001c5030 · 179 bytes · __cdecl

_ZL12net_channelsRK8CCommand

Decompiled

undefined (1 param)

/* net_channels(CCommand const&) */

uint net_channels(CCommand *param_1)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  int iVar4;
  bool bVar5;
  
  iVar1 = DAT_003ac4ac;
  if (DAT_003ac4ac == 0) {
    uVar3 = ConMsg("No active net channels.\n");
    return uVar3;
  }
  uVar3 = ThreadGetCurrentId();
  if (uVar3 != DAT_003ac4b4) {
    LOCK();
    bVar5 = DAT_003ac4b4 != 0;
    uVar2 = uVar3;
    if (bVar5) {
      uVar2 = DAT_003ac4b4;
    }
    DAT_003ac4b4 = uVar2;
    UNLOCK();
    if (bVar5) {
      CThreadFastMutex::Lock(0x3ac4b4,uVar3);
      goto LAB_001c506b;
    }
  }
  DAT_003ac4b8 = DAT_003ac4b8 + 1;
LAB_001c506b:
  iVar4 = 0;
  if (0 < iVar1) {
    do {
                    /* try { // try from 001c5083 to 001c5087 has its CatchHandler @ 001c50ef */
      NET_PrintChannelStatus(*(INetChannel **)(s_NetChannels + iVar4 * 4));
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  DAT_003ac4b8 = DAT_003ac4b8 - 1;
  uVar3 = DAT_003ac4b8;
  if (DAT_003ac4b8 == 0) {
    LOCK();
    UNLOCK();
    uVar3 = DAT_003ac4b4;
    DAT_003ac4b4 = 0;
  }
  return uVar3;
}

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)