L L4D2node

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 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)