NET_SleepUntilMessages
0x001c52f0 · 158 bytes · __cdecl
_Z22NET_SleepUntilMessagesi
Decompiled
undefined (1 param)
/* NET_SleepUntilMessages(int) */
void NET_SleepUntilMessages(int param_1)
{
uint uVar1;
int iVar2;
__fd_mask *p_Var3;
timeval local_94;
fd_set local_8c;
iVar2 = 0x20;
p_Var3 = local_8c.fds_bits;
for (; iVar2 != 0; iVar2 = iVar2 + -1) {
*p_Var3 = 0;
p_Var3 = p_Var3 + 1;
}
uVar1 = *(uint *)(net_sockets + 0x18);
if (uVar1 != 0) {
local_8c.fds_bits[uVar1 >> 5] = local_8c.fds_bits[uVar1 >> 5] | 1 << ((byte)uVar1 & 0x1f);
local_94.tv_sec = 0;
local_94.tv_usec = param_1 * 1000;
select(uVar1 + 1,&local_8c,(fd_set *)0x0,(fd_set *)0x0,&local_94);
return;
}
Sys_Sleep(param_1);
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.