L L4D2node

NET_GetLocalAddress

0x001c4780 · 327 bytes · unknown

_Z19NET_GetLocalAddressv

Decompiled

undefined (0 params)

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

void NET_GetLocalAddress(void)

{
  int iVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  char local_210 [511];
  undefined1 local_11;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  netadr_s::Clear((netadr_s *)&net_local_adr);
  if (net_noip == '\0') {
    pcVar2 = "FCVAR_NEVER_AS_STRING";
    if ((ipname[0x15] & 0x10) == 0) {
      pcVar2 = "";
      if (*(char **)(ipname._28_4_ + 0x24) != (char *)0x0) {
        pcVar2 = *(char **)(ipname._28_4_ + 0x24);
      }
    }
    iVar1 = _V_strcmp(pcVar2,"localhost");
    if (iVar1 == 0) {
      gethostname(local_210,0x200);
      local_11 = 0;
    }
    else {
      pcVar2 = "FCVAR_NEVER_AS_STRING";
      if ((ipname[0x15] & 0x10) == 0) {
        pcVar2 = "";
        if (*(char **)(ipname._28_4_ + 0x24) != (char *)0x0) {
          pcVar2 = *(char **)(ipname._28_4_ + 0x24);
        }
      }
      V_strncpy(local_210,pcVar2,0x200);
    }
    NET_StringToAdr(local_210,(netadr_s *)&net_local_adr);
    ConVar::SetValue(0x3ac8c0);
  }
  else {
    Msg("TCP/UDP Disabled.\n");
  }
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

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)