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 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.