L L4D2node

NET_StringToAdr

0x001c2620 · 205 bytes · __cdecl

_Z15NET_StringToAdrPKcP8netadr_s

Decompiled

undefined (2 params)

/* NET_StringToAdr(char const*, netadr_s*) */

undefined4 NET_StringToAdr(char *param_1,netadr_s *param_2)

{
  int iVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  sockaddr local_b0;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_a0,param_1,0x80);
  iVar1 = V_strncmp(local_a0,"localhost",10);
  if ((iVar1 == 0) || (iVar1 = V_strncmp(local_a0,"localhost:",10), iVar1 == 0)) {
    _V_memcpy(local_a0,&DAT_002bbd6b,9);
  }
  uVar2 = NET_StringToSockaddr(local_a0,&local_b0);
  if ((char)uVar2 != '\0') {
    netadr_s::SetFromSockadr(param_2,&local_b0);
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return uVar2;
}

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)