L L4D2node

CBlockingUDPSocket::SendSocketMessage

0x000bb450 · 65 bytes · __thiscall

_ZN18CBlockingUDPSocket17SendSocketMessageERK11sockaddr_inPKhj

Decompiled

undefined (4 params)

/* CBlockingUDPSocket::SendSocketMessage(sockaddr_in const&, unsigned char const*, unsigned int) */

bool __thiscall
CBlockingUDPSocket::SendSocketMessage
          (CBlockingUDPSocket *this,sockaddr_in *param_1,uchar *param_2,uint param_3)

{
  ssize_t sVar1;
  
  sVar1 = sendto(*(int *)(this + 0x14),param_2,param_3,0,(sockaddr *)param_1,0x10);
  return sVar1 != -1;
}

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)