L L4D2node

CQueuedPacketSender::HasQueuedPackets

0x001ca5a0 · 98 bytes · __thiscall

_ZNK19CQueuedPacketSender16HasQueuedPacketsEPK11INetChannel

Decompiled

undefined (2 params)

/* CQueuedPacketSender::HasQueuedPackets(INetChannel const*) const */

undefined4 __thiscall
CQueuedPacketSender::HasQueuedPackets(CQueuedPacketSender *this,INetChannel *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  pthread_mutex_lock((pthread_mutex_t *)(this + 0xcc));
  if (*(int *)(this + 0xc0) < 1) {
LAB_001ca5ef:
    uVar2 = 0;
  }
  else {
    if (*(INetChannel **)(**(int **)(this + 0xb4) + 4) != param_1) {
      iVar1 = 0;
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == *(int *)(this + 0xc0)) goto LAB_001ca5ef;
      } while (*(INetChannel **)((*(int **)(this + 0xb4))[iVar1] + 4) != param_1);
    }
    uVar2 = 1;
  }
  pthread_mutex_unlock((pthread_mutex_t *)(this + 0xcc));
  return uVar2;
}

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)