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 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.