L L4D2node

NET_RemoveAllExtraSockets

0x001c4230 · 156 bytes · unknown

_Z25NET_RemoveAllExtraSocketsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_RemoveAllExtraSockets() */

void NET_RemoveAllExtraSockets(void)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  int iVar4;
  
  if (DAT_003ac4f0 < 4) {
    DAT_003ac4f0 = 3;
    return;
  }
  iVar4 = 3;
  iVar2 = DAT_003ac4f0;
  do {
    while( true ) {
      piVar3 = (int *)(net_sockets + iVar4 * 0x10);
      if (*piVar3 != 0) break;
LAB_001c425d:
      iVar4 = iVar4 + 1;
      if (iVar2 <= iVar4) {
        DAT_003ac4f0 = 3;
        return;
      }
    }
    if (piVar3[2] == 0) {
      iVar1 = piVar3[3];
      iVar2 = DAT_003ac4f0;
    }
    else {
      NET_CloseSocket(piVar3[2],-1);
      iVar1 = *(int *)(iVar4 * 0x10 + net_sockets + 0xc);
      iVar2 = DAT_003ac4f0;
    }
    DAT_003ac4f0 = iVar2;
    if (iVar1 == 0) goto LAB_001c425d;
    iVar4 = iVar4 + 1;
    NET_CloseSocket(iVar1,-1);
    iVar2 = DAT_003ac4f0;
    if (DAT_003ac4f0 <= iVar4) {
      DAT_003ac4f0 = 3;
      return;
    }
  } while( true );
}

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)