NET_Config
0x001c7e80 · 352 bytes · unknown
_Z10NET_Configv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_Config() */
void NET_Config(void)
{
undefined4 uVar1;
undefined4 uVar2;
char *pcVar3;
CRConServer *pCVar4;
undefined4 uVar5;
int *piVar6;
int iVar7;
undefined *puVar8;
undefined *puVar9;
int in_GS_OFFSET;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
NET_CloseAllSockets();
net_time = 0;
if (net_multiplayer == '\0') {
NET_ClearLoopbackBuffers();
}
else {
NET_ClearLoopbackBuffers();
NET_GetLocalAddress();
NET_OpenSockets();
if (net_dedicated == '\0') {
piVar6 = (int *)CommandLine_Tier0();
iVar7 = (**(code **)(*piVar6 + 0x28))(piVar6,"-usercon");
if (iVar7 == 0) goto LAB_001c7f3d;
}
local_2c = net_local_adr;
local_28 = _DAT_003ac14c;
local_24 = DAT_003ac150;
netadr_s::SetPort((netadr_s *)&local_2c,*(ushort *)(net_sockets + 4));
pcVar3 = (char *)netadr_s::ToString((netadr_s *)&local_2c,false);
pCVar4 = (CRConServer *)RCONServer();
CRConServer::SetAddress(pCVar4,pcVar3);
pCVar4 = (CRConServer *)RCONServer();
CRConServer::CreateSocket(pCVar4);
}
LAB_001c7f3d:
puVar9 = &DAT_002bbfd0;
puVar8 = &DAT_002bbfd7;
uVar1 = *net_sockets;
uVar2 = net_sockets[4];
if (net_dedicated == '\0') {
puVar9 = &DAT_002bbfd4;
}
if (net_multiplayer == '\0') {
puVar8 = &DAT_002b9470;
}
uVar5 = netadr_s::ToString((netadr_s *)&net_local_adr,true);
Msg("Network: IP %s, mode %s, dedicated %s, ports %i SV / %i CL\n",uVar5,puVar8,puVar9,uVar2,uVar1
);
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.