L L4D2node

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 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)