L L4D2node

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 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)