L L4D2node

CAddressList::AddRemote

0x001058d0 · 237 bytes · __thiscall

_ZN12CAddressList9AddRemoteEPKcS1_

Decompiled

undefined (3 params)

/* CAddressList::AddRemote(char const*, char const*) */

void __thiscall CAddressList::AddRemote(CAddressList *this,char *param_1,char *param_2)

{
  char cVar1;
  int in_GS_OFFSET;
  CUtlString local_4c [16];
  CUtlString local_3c [16];
  netadr_s local_2c [12];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  cVar1 = IsRemoteInList(this,param_1);
  if (cVar1 == '\0') {
    CUtlString::CUtlString(local_4c);
                    /* try { // try from 00105931 to 00105935 has its CatchHandler @ 001059c5 */
    CUtlString::CUtlString(local_3c);
                    /* try { // try from 00105944 to 0010596e has its CatchHandler @ 001059d7 */
    netadr_s::SetIP(local_2c,0);
    netadr_s::SetPort(local_2c,0);
    netadr_s::SetType(local_2c,3);
                    /* try { // try from 00105979 to 001059a7 has its CatchHandler @ 001059e6 */
    CUtlString::operator=(local_3c,param_1);
    CUtlString::operator=(local_4c,param_2);
    Remote_t::Resolve((Remote_t *)local_4c);
    CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::InsertBefore
              ((CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)this,*(int *)(this + 0xc),
               (Remote_t *)local_4c);
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_3c);
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_4c);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)