L L4D2node

CNetSupportImpl::Connect

0x001c19d0 · 78 bytes · __thiscall

_ZN15CNetSupportImpl7ConnectEPFPvPKcPiE

Decompiled

undefined (2 params)

/* CNetSupportImpl::Connect(void* (*)(char const*, int*)) */

undefined4 __thiscall
CNetSupportImpl::Connect(CNetSupportImpl *this,_func_void_ptr_char_ptr_int_ptr *param_1)

{
  code *local_10 [2];
  
  local_10[0] = InternalFactory;
  s_pfnDelegateFactory = param_1;
  ConnectTier1Libraries((_func_void_ptr_char_ptr_int_ptr *)local_10,1);
  ConnectTier2Libraries((_func_void_ptr_char_ptr_int_ptr *)local_10,1);
  s_pfnDelegateFactory = (_func_void_ptr_char_ptr_int_ptr *)0x0;
  return 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)