L L4D2node

GCSDK::CNetPacket::AddRef

0x00071420 · 87 bytes · __thiscall

_ZN5GCSDK10CNetPacket6AddRefEv

Decompiled

undefined (1 param)

/* GCSDK::CNetPacket::AddRef() */

void __thiscall GCSDK::CNetPacket::AddRef(CNetPacket *this)

{
  int iVar1;
  void *__dest;
  
  iVar1 = *(int *)(this + 8);
  *(int *)(this + 8) = iVar1 + 1;
  if ((1 < iVar1 + 1) && (*(int *)(this + 0xc) == 0)) {
    __dest = (void *)CThreadSafeMultiMemoryPool::Alloc
                               ((CThreadSafeMultiMemoryPool *)g_MemPoolMsg,*(uint *)(this + 4));
    *(void **)(this + 0xc) = __dest;
    memcpy(__dest,*(void **)this,*(size_t *)(this + 4));
    *(undefined4 *)this = *(undefined4 *)(this + 0xc);
  }
  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)