L L4D2node

GCSDK::CNetPacket::Release

0x000714a0 · 68 bytes · __thiscall

_ZN5GCSDK10CNetPacket7ReleaseEv

Decompiled

undefined (1 param)

/* GCSDK::CNetPacket::Release() */

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

{
  CNetPacket *pCVar1;
  
  pCVar1 = this + 8;
  *(int *)pCVar1 = *(int *)pCVar1 + -1;
  if (*(int *)pCVar1 == 0) {
    if (*(void **)(this + 0xc) != (void *)0x0) {
      CThreadSafeMultiMemoryPool::Free(*(void **)(this + 0xc));
    }
    g_cNetPacket = g_cNetPacket + -1;
    CUtlMemoryPool::Free((CUtlMemoryPool *)CNetPacketPool::sm_MemPoolNetPacket,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)