GCSDK::CJob::ReleaseNetPacket
0x0005f400 · 60 bytes · __thiscall
_ZN5GCSDK4CJob16ReleaseNetPacketEPNS_10CNetPacketE
Decompiled
undefined (2 params)
/* GCSDK::CJob::ReleaseNetPacket(GCSDK::CNetPacket*) */
void __thiscall GCSDK::CJob::ReleaseNetPacket(CJob *this,CNetPacket *param_1)
{
CNetPacket *pCVar1;
CNetPacket *pCVar2;
pCVar1 = *(CNetPacket **)(this + 100);
if (pCVar1 == (CNetPacket *)0x0) {
return;
}
if (pCVar1 == param_1) {
*(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 0x10);
}
else {
do {
pCVar2 = pCVar1;
pCVar1 = *(CNetPacket **)(pCVar2 + 0x10);
if (pCVar1 == (CNetPacket *)0x0) {
return;
}
} while (param_1 != pCVar1);
*(undefined4 *)(pCVar2 + 0x10) = *(undefined4 *)(param_1 + 0x10);
}
CNetPacket::Release(param_1);
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.