NET_FlushAllSockets
0x001c4110 · 223 bytes · unknown
_Z19NET_FlushAllSocketsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_FlushAllSockets() */
void NET_FlushAllSockets(void)
{
int iVar1;
int in_GS_OFFSET;
int local_844;
undefined4 local_834;
undefined1 local_830 [16];
undefined1 local_820 [2048];
int local_20;
local_834 = 0x10;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_844 = 0;
if (0 < DAT_003ac4f0) {
do {
iVar1 = *(int *)(net_sockets + 8 + local_844 * 0x10);
if (iVar1 != 0) {
while( true ) {
iVar1 = (**(code **)(*(int *)g_pSteamSocketMgr + 0x18))
(g_pSteamSocketMgr,iVar1,local_820,0x800,0,local_830,&local_834);
if (iVar1 < 1) break;
iVar1 = *(int *)(net_sockets + 8 + local_844 * 0x10);
}
}
local_844 = local_844 + 1;
} while (local_844 < DAT_003ac4f0);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.