L L4D2node

CBlockingUDPSocket::WaitForMessage

0x000bb2e0 · 177 bytes · __thiscall

_ZN18CBlockingUDPSocket14WaitForMessageEf

Decompiled

undefined (2 params)

/* CBlockingUDPSocket::WaitForMessage(float) */

uint __thiscall CBlockingUDPSocket::WaitForMessage(CBlockingUDPSocket *this,float param_1)

{
  uint *puVar1;
  int iVar2;
  undefined4 *puVar3;
  timeval local_14;
  
  puVar3 = (undefined4 *)(*(int *)(this + 4) + 0x10);
  for (iVar2 = 0x20; iVar2 != 0; iVar2 = iVar2 + -1) {
    *puVar3 = 0;
    puVar3 = puVar3 + 1;
  }
  puVar1 = (uint *)(*(int *)(this + 4) + 0x10 + (*(uint *)(this + 0x14) >> 5) * 4);
  *puVar1 = *puVar1 | 1 << ((byte)*(uint *)(this + 0x14) & 0x1f);
  local_14.tv_sec = (__time_t)param_1;
  local_14.tv_usec = (__suseconds_t)((param_1 - (float)local_14.tv_sec) * 1e+06 + 0.5);
  iVar2 = select(*(int *)(this + 0x14) + 1,(fd_set *)(*(int *)(this + 4) + 0x10),(fd_set *)0x0,
                 (fd_set *)0x0,&local_14);
  if (iVar2 != -1) {
    return *(int *)(*(int *)(this + 4) + 0x10 + (*(uint *)(this + 0x14) >> 5) * 4) >>
           ((byte)*(uint *)(this + 0x14) & 0x1f) & 1;
  }
  return 0;
}

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)