NET_SendTo
0x001c3e80 · 181 bytes · __regparm3
_ZL10NET_SendTobiPKciPK8sockaddrii.isra.16
Decompiled
undefined (7 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* NET_SendTo(bool, int, char const*, int, sockaddr const*, int, int) [clone .isra.16] */
char * __regparm3
NET_SendTo(bool param_1,int param_2,char *param_3,int param_4,sockaddr *param_5,int param_6,
int param_7)
{
undefined3 in_register_00000001;
int iVar1;
char *local_20 [4];
if ((*(int *)(param_4 + 4) != 0) || (*(short *)(param_4 + 2) != 0)) {
local_20[0] = param_3;
iVar1 = (**(code **)(_g_pVCR + 0xc))();
if ((iVar1 != 0) && (*(int *)(vcr_verbose._28_4_ + 0x30) != 0)) {
(**(code **)(_g_pVCR + 0x74))("senddata",local_20,4);
(**(code **)(_g_pVCR + 0x74))("senddata2",param_2,local_20[0]);
}
iVar1 = (**(code **)(_g_pVCR + 0xc))();
param_3 = (char *)0x0;
if (iVar1 != 2) {
param_3 = (char *)NET_SendToImpl(CONCAT31(in_register_00000001,param_1),(char *)param_2,
(int)local_20[0],(sockaddr *)param_4,(int)param_5,param_6);
}
}
return param_3;
}
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.