L L4D2node

CSteamSocketMgr::sendto

0x001c18e0 · 51 bytes · __thiscall

_ZN15CSteamSocketMgr6sendtoEiPKciiPK8sockaddri

Decompiled

undefined (7 params)

/* CSteamSocketMgr::sendto(int, char const*, int, int, sockaddr const*, int) */

void __thiscall
CSteamSocketMgr::sendto
          (CSteamSocketMgr *this,int param_1,char *param_2,int param_3,int param_4,sockaddr *param_5
          ,int param_6)

{
  ::sendto(param_1,param_2,param_3,param_4,param_5,param_6);
  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)