L L4D2node

NET_CloseSocket

0x001c22e0 · 163 bytes · __regparm3

_Z15NET_CloseSocketii.part.33

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* NET_CloseSocket(int, int) [clone .part.33] */

void __regparm3 NET_CloseSocket(int param_1,int param_2)

{
  int iVar1;
  undefined4 uVar2;
  int local_10;
  
  iVar1 = (**(code **)(_g_pVCR + 0xc))();
  if (iVar1 != 2) {
    local_10 = close(param_1);
  }
  (**(code **)(_g_pVCR + 0x74))("closesocket",&local_10,4);
  if (local_10 == -1) {
    NET_GetLastError();
    uVar2 = NET_ErrorString(net_error);
    ConMsg("WARNING! NET_CloseSocket: %s\n",uVar2);
  }
  if ((-1 < param_2) && (iVar1 = param_2 * 0x10 + net_sockets, param_1 == *(int *)(iVar1 + 0xc))) {
    *(undefined4 *)(iVar1 + 0xc) = 0;
    *(undefined1 *)(iVar1 + 4) = 0;
  }
  (**(code **)(*(int *)g_pSteamSocketMgr + 0x10))(g_pSteamSocketMgr,param_2);
  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)