L L4D2node

CBlockingUDPSocket::CBlockingUDPSocket

0x000bb270 · 104 bytes · __thiscall

_ZN18CBlockingUDPSocketC1Ev

Decompiled

undefined (1 param)

/* CBlockingUDPSocket::CBlockingUDPSocket() */

void __thiscall CBlockingUDPSocket::CBlockingUDPSocket(CBlockingUDPSocket *this)

{
  netadr_s *this_00;
  void *pvVar1;
  
  *(undefined ***)this = &PTR__CBlockingUDPSocket_002a2580;
  this_00 = (netadr_s *)(this + 8);
  pvVar1 = operator_new(0x90);
  *(void **)(this + 4) = pvVar1;
  netadr_s::SetIP(this_00,0);
  netadr_s::SetPort(this_00,0);
  netadr_s::SetType(this_00,3);
  *(undefined4 *)(this + 0x14) = 0;
  CreateSocket(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)