CQueuedPacketSender::CQueuedPacketSender
0x001cac60 · 181 bytes · __thiscall
_ZN19CQueuedPacketSenderC2Ev
Decompiled
undefined (1 param)
/* CQueuedPacketSender::CQueuedPacketSender() */
void __thiscall CQueuedPacketSender::CQueuedPacketSender(CQueuedPacketSender *this)
{
pthread_mutexattr_t *__attr;
__attr = (pthread_mutexattr_t *)(this + 0xe4);
CThread::CThread((CThread *)this);
*(undefined ***)this = &PTR__CQueuedPacketSender_002bd448;
*(undefined ***)(this + 0xb0) = &PTR_Setup_002bd484;
*(undefined4 *)(this + 0xb4) = 0;
*(undefined4 *)(this + 0xb8) = 0;
*(undefined4 *)(this + 0xbc) = 0;
*(undefined4 *)(this + 0xc0) = 0;
*(undefined4 *)(this + 0xc4) = 0;
*(code **)(this + 200) = CQueuedPacket::LessFunc;
pthread_mutexattr_init(__attr);
pthread_mutexattr_settype(__attr,1);
pthread_mutex_init((pthread_mutex_t *)(this + 0xcc),__attr);
/* try { // try from 001cad01 to 001cad05 has its CatchHandler @ 001cad15 */
CThreadEvent::CThreadEvent((CThreadEvent *)(this + 0xf0),false);
this[0x144] = (CQueuedPacketSender)0x0;
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.