L L4D2node

CGameClient::PacketStart

0x001e8900 · 106 bytes · __thiscall

_ZN11CGameClient11PacketStartEii

Decompiled

undefined (3 params)

/* CGameClient::PacketStart(int, int) */

void __thiscall CGameClient::PacketStart(CGameClient *this,int param_1,int param_2)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 1;
  if (1 < DAT_003a1734) {
    do {
      iVar1 = *(int *)(this + iVar2 * 4 + 0x18);
      if (iVar1 != 0) {
        (**(code **)(*(int *)(iVar1 + 4) + 0x14))(iVar1 + 4,param_1,param_2);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < DAT_003a1734);
  }
  iVar2 = DAT_003b7f6c;
  this[0x215] = (CGameClient)0x1;
  host_client = this;
  *(int *)(this + 0x1d748) = iVar2 + -1;
  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)