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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.