L L4D2node

NET_FreePayload

0x001c55c0 · 79 bytes · __cdecl

_Z15NET_FreePayloadPh

Decompiled

undefined (1 param)

/* NET_FreePayload(unsigned char*) */

void NET_FreePayload(uchar *param_1)

{
  undefined4 uVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  
  do {
    iVar2 = DAT_003ac0e4;
    uVar1 = g_NetScratchBuffers;
    iVar4 = DAT_003ac0e4 + 0x10001;
    *(undefined4 *)(param_1 + -8) = g_NetScratchBuffers;
    cVar3 = ThreadInterlockedAssignIf64(&g_NetScratchBuffers,param_1 + -8,iVar4,uVar1,iVar2);
  } while (cVar3 == '\0');
  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)