L L4D2node

GCSDK::CNetPacket::Init

0x00071480 · 29 bytes · __thiscall

_ZN5GCSDK10CNetPacket4InitEPhiS1_

Decompiled

undefined (4 params)

/* GCSDK::CNetPacket::Init(unsigned char*, int, unsigned char*) */

void __thiscall GCSDK::CNetPacket::Init(CNetPacket *this,uchar *param_1,int param_2,uchar *param_3)

{
  *(uchar **)this = param_1;
  *(int *)(this + 4) = param_2;
  *(uchar **)(this + 0xc) = param_3;
  AddRef(this);
  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)