L L4D2node

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 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)