L L4D2node

CC_TransmitEvents

0x00166910 · 167 bytes · __cdecl

_Z17CC_TransmitEventsRK8CCommand

Decompiled

undefined (1 param)

/* CC_TransmitEvents(CCommand const&) */

void CC_TransmitEvents(CCommand *param_1)

{
  char cVar1;
  CCommand *pCVar2;
  
  pCVar2 = (CCommand *)&DAT_002c79d4;
  if (*(int *)(param_1 + 4) != 0) {
    pCVar2 = param_1 + *(int *)(param_1 + 4) + 8;
  }
  netadr_s::SetFromString((netadr_s *)s_GameEventTransmitter,(char *)pCVar2,false);
  cVar1 = netadr_s::IsValid((netadr_s *)s_GameEventTransmitter);
  if (cVar1 == '\0') {
    if (1 < *(int *)param_1) {
      pCVar2 = (CCommand *)&DAT_002c79d4;
      if (*(int *)(param_1 + 4) != 0) {
        pCVar2 = param_1 + *(int *)(param_1 + 4) + 8;
      }
      Msg("Invalid address or port: %s\n",pCVar2);
      return;
    }
    Msg();
    return;
  }
  pCVar2 = (CCommand *)&DAT_002c79d4;
  if (*(int *)(param_1 + 4) != 0) {
    pCVar2 = param_1 + *(int *)(param_1 + 4) + 8;
  }
  Msg("SUCCESS! address and port is now set to: %s\n",pCVar2);
  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)