L L4D2node

NET_InitiateSteamConnection

0x001c1820 · 68 bytes · __cdecl

_Z27NET_InitiateSteamConnectioniyPKcz

Decompiled

undefined (3 params)

/* NET_InitiateSteamConnection(int, unsigned long long, char const*, ...) */

int NET_InitiateSteamConnection(int param_1,ulonglong param_2,char *param_3,...)

{
  netadr_s::SetIP((netadr_s *)param_1,0);
  netadr_s::SetPort((netadr_s *)param_1,0);
  netadr_s::SetType((netadr_s *)param_1,3);
  return param_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)