L L4D2node

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 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)