L L4D2node

NET_StringToSockaddr

0x001c2170 · 292 bytes · __cdecl

_Z20NET_StringToSockaddrPKcP8sockaddr

Decompiled

undefined (2 params)

/* NET_StringToSockaddr(char const*, sockaddr*) */

undefined4 NET_StringToSockaddr(char *param_1,sockaddr *param_2)

{
  char *__nptr;
  char *pcVar1;
  long lVar2;
  undefined4 uVar3;
  hostent *phVar4;
  int iVar5;
  in_addr_t iVar6;
  char cVar7;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  _V_memset(param_2,0,0x10);
  param_2->sa_data[0] = '\0';
  param_2->sa_data[1] = '\0';
  param_2->sa_family = 2;
  V_strncpy(local_a0,param_1,0x80);
  pcVar1 = local_a0;
  cVar7 = local_a0[0];
  if (local_a0[0] != '\0') {
    do {
      while (cVar7 != ':') {
        cVar7 = pcVar1[1];
        pcVar1 = pcVar1 + 1;
        if (cVar7 == '\0') goto LAB_001c2220;
      }
      __nptr = pcVar1 + 1;
      *pcVar1 = '\0';
      lVar2 = strtol(__nptr,(char **)0x0,10);
      *(ushort *)param_2->sa_data = (ushort)lVar2 >> 8 | (ushort)lVar2 << 8;
      pcVar1 = __nptr;
      cVar7 = *__nptr;
    } while (*__nptr != '\0');
LAB_001c2220:
    if (((byte)(local_a0[0] - 0x30U) < 10) && (iVar5 = _V_strstr(local_a0,"."), iVar5 != 0)) {
      iVar6 = inet_addr(local_a0);
      *(in_addr_t *)(param_2->sa_data + 2) = iVar6;
      uVar3 = 1;
      goto LAB_001c2239;
    }
  }
  if ((net_nodns == '\0') && (phVar4 = gethostbyname(local_a0), phVar4 != (hostent *)0x0)) {
    *(undefined4 *)(param_2->sa_data + 2) = *(undefined4 *)*phVar4->h_addr_list;
    uVar3 = 1;
  }
  else {
    uVar3 = 0;
  }
LAB_001c2239:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return uVar3;
}

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)