L L4D2node

NET_SendStream

0x001c3130 · 97 bytes · __cdecl

_Z14NET_SendStreamiPKcii

Decompiled

undefined (4 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* NET_SendStream(int, char const*, int, int) */

int NET_SendStream(int param_1,char *param_2,int param_3,int param_4)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(_g_pVCR + 0x68))(param_1,param_2,param_3,param_4);
  if (iVar1 == -1) {
    NET_GetLastError();
    iVar1 = 0;
    if (net_error != 0xb) {
      uVar2 = NET_ErrorString(net_error);
      Msg("NET_SendStream: %s\n",uVar2);
      return -1;
    }
  }
  return iVar1;
}

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)