L L4D2node

CQueuedPacketSender::Start

0x001ca560 · 50 bytes · __cdecl

_ZN19CQueuedPacketSender5StartEj

Decompiled

undefined (1 param)

/* CQueuedPacketSender::Start(unsigned int) */

void CQueuedPacketSender::Start(uint param_1)

{
  char cVar1;
  
  (**(code **)(*(int *)param_1 + 0x20))(param_1);
  cVar1 = CThread::Start(param_1);
  if (cVar1 != '\0') {
    *(undefined1 *)(param_1 + 0x144) = 0;
  }
  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)