L L4D2node

CNetConsoleMgr::OnSocketAccepted

0x00127ff0 · 70 bytes · __thiscall

_ZN14CNetConsoleMgr16OnSocketAcceptedEiRK8netadr_sPPv

Decompiled

undefined (4 params)

/* CNetConsoleMgr::OnSocketAccepted(int, netadr_s const&, void**) */

void __thiscall
CNetConsoleMgr::OnSocketAccepted(CNetConsoleMgr *this,int param_1,netadr_s *param_2,void **param_3)

{
  int *piVar1;
  
  piVar1 = operator_new(0x80c);
  piVar1[1] = 0;
  *(undefined1 *)(piVar1 + 0x202) = 0;
  *(undefined1 *)((int)piVar1 + 0x809) = 0;
  *piVar1 = param_1;
  if (this[0x139] == (CNetConsoleMgr)0x0) {
    *(undefined1 *)(piVar1 + 0x202) = 1;
  }
  *param_3 = piVar1;
  return;
}

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)