L L4D2node

CNetConsoleMgr::ShouldAcceptSocket

0x00127fc0 · 10 bytes · __cdecl

_ZN14CNetConsoleMgr18ShouldAcceptSocketEiRK8netadr_s

Decompiled

undefined (2 params)

/* CNetConsoleMgr::ShouldAcceptSocket(int, netadr_s const&) */

undefined4 CNetConsoleMgr::ShouldAcceptSocket(int param_1,netadr_s *param_2)

{
  return 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)