NET_OpenSockets
0x001c7de0 · 141 bytes · unknown
_Z15NET_OpenSocketsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_OpenSockets() */
void NET_OpenSockets(void)
{
undefined1 in_stack_ffffffec;
OpenSocketInternal(1,*(int *)(hostport._28_4_ + 0x30),0x6987,"server",0,(bool)in_stack_ffffffec);
if (net_dedicated == '\0') {
OpenSocketInternal(0,*(int *)(clientport._28_4_ + 0x30),0x697d,"client",1,
(bool)in_stack_ffffffec);
}
if (net_hltv == '\0') {
return;
}
OpenSocketInternal(2,*(int *)(hltvport._28_4_ + 0x30),0x698c,"hltv",0,(bool)in_stack_ffffffec);
return;
}
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.