NET_SendQueuedPackets
0x001c7a10 · 139 bytes · unknown
_Z21NET_SendQueuedPacketsv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_SendQueuedPackets() */
void NET_SendQueuedPackets(void)
{
SendQueueItem_t *pSVar1;
int iVar2;
if (g_SendQueue != host_framecount) {
iVar2 = *(int *)(net_splitrate._28_4_ + 0x30);
g_SendQueue = host_framecount;
while ((((iVar2 != 0 && ((int)(uint)DAT_003ac410 < DAT_003ac408)) &&
(DAT_003ac410 <= DAT_003ac41a)) &&
((pSVar1 = (SendQueueItem_t *)((uint)DAT_003ac410 * 0x7c + _DAT_003ac404),
DAT_003ac410 != *(ushort *)(pSVar1 + 0x78) ||
(DAT_003ac410 == *(ushort *)(pSVar1 + 0x7a)))))) {
NET_SendQueuedPacket(pSVar1);
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,DAT_003ac410);
iVar2 = iVar2 + -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.