Remote_t::Resolve
0x00101270 · 90 bytes · __thiscall
_ZN8Remote_t7ResolveEv
Decompiled
undefined (1 param)
/* Remote_t::Resolve() */
undefined4 __thiscall Remote_t::Resolve(Remote_t *this)
{
netadr_s *this_00;
short sVar1;
char *pcVar2;
undefined4 uVar3;
this_00 = (netadr_s *)(this + 0x20);
pcVar2 = CUtlString::operator_cast_to_char_((CUtlString *)(this + 0x10));
uVar3 = NET_StringToAdr(pcVar2,this_00);
if ((char)uVar3 != '\0') {
sVar1 = netadr_s::GetPort(this_00);
if (sVar1 == 0) {
netadr_s::SetPort(this_00,0x6987);
return uVar3;
}
}
return uVar3;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.