GCSDK::CJob::AddPacketToList
0x0005f3c0 · 52 bytes · __cdecl
_ZN5GCSDK4CJob15AddPacketToListEPNS_10CNetPacketEy
Decompiled
undefined (2 params)
/* GCSDK::CJob::AddPacketToList(GCSDK::CNetPacket*, unsigned long long) */
void GCSDK::CJob::AddPacketToList(CNetPacket *param_1,ulonglong param_2)
{
CNetPacket::AddRef((CNetPacket *)param_2);
if (*(int *)(param_1 + 100) != 0) {
*(int *)((CNetPacket *)param_2 + 0x10) = *(int *)(param_1 + 100);
*(CNetPacket **)(param_1 + 100) = (CNetPacket *)param_2;
return;
}
*(CNetPacket **)(param_1 + 100) = (CNetPacket *)param_2;
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.