NET_ConnectSocket
0x001c2fa0 · 365 bytes · __cdecl
_Z17NET_ConnectSocketiRK8netadr_s
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* NET_ConnectSocket(int, netadr_s const&) */
undefined4 NET_ConnectSocket(int param_1,netadr_s *param_2)
{
undefined4 uVar1;
char *pcVar2;
int iVar3;
int iVar4;
int iVar5;
int in_GS_OFFSET;
int local_38;
int local_34;
sockaddr local_30;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar5 = param_1 * 0x10;
iVar4 = net_sockets + iVar5;
if (*(int *)(iVar4 + 0xc) != 0) {
NET_CloseSocket(*(int *)(iVar4 + 0xc),param_1);
}
uVar1 = 0;
if (net_notcp == '\0') {
netadr_s::ToSockadr(param_2,&local_30);
local_38 = -1;
pcVar2 = "FCVAR_NEVER_AS_STRING";
if ((ipname[0x15] & 0x10) == 0) {
pcVar2 = "";
if (*(char **)(ipname._28_4_ + 0x24) != (char *)0x0) {
pcVar2 = *(char **)(ipname._28_4_ + 0x24);
}
}
iVar3 = NET_OpenSocket(pcVar2,&local_38,1);
*(int *)(iVar4 + 0xc) = iVar3;
if (iVar3 == 0) {
Msg("Warning! NET_ConnectSocket failed opening socket %i, port %i.\n",param_1,
*(undefined4 *)(net_sockets + iVar5));
uVar1 = 0;
}
else {
iVar3 = (**(code **)(_g_pVCR + 0xc))();
if (iVar3 != 2) {
local_34 = connect(*(int *)(iVar4 + 0xc),&local_30,0x10);
}
(**(code **)(_g_pVCR + 0x74))("connect",&local_34,4);
if ((local_34 == -1) && (NET_GetLastError(), net_error != 0xb)) {
uVar1 = NET_ErrorString(net_error);
Msg("NET_ConnectSocket: %s\n",uVar1);
uVar1 = 0;
}
else {
uVar1 = *(undefined4 *)(net_sockets + 0xc + iVar5);
}
}
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return uVar1;
}
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.