NET_ClearQueuedPacketsForChannel
0x001c7840 · 78 bytes · __cdecl
_Z32NET_ClearQueuedPacketsForChannelP11INetChannel
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* NET_ClearQueuedPacketsForChannel(INetChannel*) */
void NET_ClearQueuedPacketsForChannel(INetChannel *param_1)
{
int *piVar1;
ushort uVar2;
uint uVar3;
uVar3 = (uint)DAT_003ac410;
while (uVar2 = (ushort)uVar3, uVar2 != 0xffff) {
piVar1 = (int *)(uVar3 * 0x7c + _DAT_003ac404);
uVar3 = (uint)*(ushort *)((int)piVar1 + 0x7a);
if ((INetChannel *)*piVar1 == param_1) {
CUtlLinkedList<SendQueueItem_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t,unsigned_short>,unsigned_short>>
::Free((CUtlLinkedList<SendQueueItem_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t,unsigned_short>,unsigned_short>>
*)&DAT_003ac404,uVar2);
}
}
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.