L L4D2node

NET_IsSocketOpen

0x001c4200 · 39 bytes · __cdecl

_Z16NET_IsSocketOpeni

Decompiled

undefined (1 param)

/* NET_IsSocketOpen(int) */

undefined4 NET_IsSocketOpen(int param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  if ((-1 < param_1) && (param_1 < DAT_003ac4f0)) {
    iVar1 = *(int *)(param_1 * 0x10 + net_sockets + 8);
    uVar2 = CONCAT31((int3)((uint)iVar1 >> 8),iVar1 != 0);
  }
  return uVar2;
}

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)