L L4D2node

CHLTVServer::GetRelayAddress

0x0016f8f0 · 65 bytes · __thiscall

_ZN11CHLTVServer15GetRelayAddressEv

Decompiled

undefined (1 param)

/* CHLTVServer::GetRelayAddress() */

undefined4 * __thiscall CHLTVServer::GetRelayAddress(CHLTVServer *this)

{
  char cVar1;
  undefined4 *puVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x54))(this);
  if (cVar1 == '\0') {
    if (*(int **)(this + 0x224) != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0016f920. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      puVar2 = (undefined4 *)(**(code **)(**(int **)(this + 0x224) + 200))();
      return puVar2;
    }
    puVar2 = (undefined4 *)0x0;
  }
  else {
    puVar2 = &net_local_adr;
  }
  return puVar2;
}

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)