L L4D2node

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 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)