CQueuedPacketSender::ClearQueuedPacketsForChannel
0x001ca990 · 244 bytes · __thiscall
_ZN19CQueuedPacketSender28ClearQueuedPacketsForChannelEP11INetChannel
Decompiled
undefined (2 params)
/* CQueuedPacketSender::ClearQueuedPacketsForChannel(INetChannel*) */
void __thiscall
CQueuedPacketSender::ClearQueuedPacketsForChannel(CQueuedPacketSender *this,INetChannel *param_1)
{
void *pvVar1;
int iVar2;
int iVar3;
pthread_mutex_lock((pthread_mutex_t *)(this + 0xcc));
iVar2 = *(int *)(this + 0xc0) + -1;
iVar3 = iVar2 * 4;
if (-1 < iVar2) {
do {
while (pvVar1 = *(void **)(*(int *)(this + 0xb4) + iVar3),
*(INetChannel **)((int)pvVar1 + 4) != param_1) {
iVar2 = iVar2 + -1;
iVar3 = iVar3 + -4;
if (iVar2 == -1) goto LAB_001caa78;
}
/* try { // try from 001caa0d to 001caa11 has its CatchHandler @ 001caa8a */
CUtlPriorityQueue<CQueuedPacketSender::CQueuedPacket*,CDefUtlPriorityQueueLessFunc<CQueuedPacketSender::CQueuedPacket*>,CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>>
::RemoveAt((CUtlPriorityQueue<CQueuedPacketSender::CQueuedPacket*,CDefUtlPriorityQueueLessFunc<CQueuedPacketSender::CQueuedPacket*>,CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>>
*)(this + 0xb4),iVar2);
*(undefined4 *)((int)pvVar1 + 0x2c) = 0;
iVar2 = iVar2 + -1;
iVar3 = iVar3 + -4;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar1 + 0x20));
*(undefined4 *)((int)pvVar1 + 0x30) = *(undefined4 *)((int)pvVar1 + 0x20);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar1 + 0x20));
*(undefined4 *)((int)pvVar1 + 0x18) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar1 + 0xc));
*(undefined4 *)((int)pvVar1 + 0x1c) = *(undefined4 *)((int)pvVar1 + 0xc);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)((int)pvVar1 + 0xc));
operator_delete(pvVar1);
} while (iVar2 != -1);
}
LAB_001caa78:
pthread_mutex_unlock((pthread_mutex_t *)(this + 0xcc));
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.