NET_GetPacket
0x001c72b0 · 264 bytes · __cdecl
_Z13NET_GetPacketiPh
Decompiled
undefined (2 params)
/* NET_GetPacket(int, unsigned char*) */
netadr_s * NET_GetPacket(int param_1,uchar *param_2)
{
undefined8 uVar1;
char cVar2;
int iVar3;
netadr_s *this;
this = (netadr_s *)(param_1 * 0x50 + net_packets._0_4_);
NET_AdjustLag();
NET_DiscardStaleSplitpackets(param_1);
netadr_s::SetType(this,3);
netadr_s::Clear(this);
*(int *)(this + 0xc) = param_1;
uVar1 = net_time;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
*(undefined8 *)(this + 0x10) = uVar1;
*(uchar **)(this + 0x18) = param_2;
*(undefined4 *)(this + 0x4c) = 0;
*(char **)(this + 0x1c) = "inpacket.message";
cVar2 = NET_GetLoopPacket((netpacket_s *)this);
if ((cVar2 != '\0') ||
((net_multiplayer != '\0' &&
((cVar2 = NET_ReceiveDatagram(param_1,(netpacket_s *)this), cVar2 != '\0' ||
(cVar2 = NET_LagPacket(false,(netpacket_s *)this), cVar2 != '\0')))))) {
CBitRead::StartReading
((CBitRead *)(this + 0x1c),*(void **)(this + 0x18),*(int *)(this + 0x40),0,-1);
return this;
}
if ((*(int *)(this + 0x40) == 0) && (iVar3 = netadr_s::GetIP(this), iVar3 == 0)) {
return (netadr_s *)0x0;
}
*(undefined4 *)(this + 0x40) = 0;
return this;
}
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.