L L4D2node

CConnectionlessLanMgr::ProcessConnectionlessPacket

0x00059010 · 167 bytes · __thiscall

_ZN21CConnectionlessLanMgr27ProcessConnectionlessPacketEP11netpacket_s

Decompiled

undefined (2 params)

/* CConnectionlessLanMgr::ProcessConnectionlessPacket(netpacket_s*) */

undefined4 __thiscall
CConnectionlessLanMgr::ProcessConnectionlessPacket(CConnectionlessLanMgr *this,netpacket_s *param_1)

{
  KeyValues *pKVar1;
  KeyValues *this_00;
  char *pcVar2;
  netpacket_s *pnVar3;
  
  pnVar3 = param_1;
  pKVar1 = (KeyValues *)UnpackPacket(this,param_1);
  if (pKVar1 != (KeyValues *)0x0) {
    this_00 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pnVar3);
                    /* try { // try from 0005905a to 0005905e has its CatchHandler @ 000590ba */
    KeyValues::KeyValues(this_00,"OnNetLanConnectionlessPacket",(IKeyValuesSystem *)0x0,false);
    pcVar2 = (char *)netadr_s::ToString((netadr_s *)param_1,false);
    KeyValues::SetString(this_00,"from",pcVar2);
    KeyValues::AddSubKey(this_00,pKVar1);
    (**(code **)(*(int *)g_pMatchEventsSubscription + 8))(g_pMatchEventsSubscription,this_00);
    return 1;
  }
  return 0;
}

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)