L L4D2node

CGameEventTransmitter::SetIPAndPort

0x00166a30 · 46 bytes · __thiscall

_ZN21CGameEventTransmitter12SetIPAndPortEPKc

Decompiled

undefined (2 params)

/* CGameEventTransmitter::SetIPAndPort(char const*) */

void __thiscall CGameEventTransmitter::SetIPAndPort(CGameEventTransmitter *this,char *param_1)

{
  netadr_s::SetFromString((netadr_s *)this,param_1,false);
  netadr_s::IsValid((netadr_s *)this);
  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)