L L4D2node

NET_SetMutiplayer

0x001c7ff0 · 118 bytes · __cdecl

_Z17NET_SetMutiplayerb

Decompiled

undefined (1 param)

/* NET_SetMutiplayer(bool) */

void NET_SetMutiplayer(bool param_1)

{
  if (net_noip == '\0') {
    if ((net_dedicated == '\0') || (param_1)) goto LAB_001c8035;
  }
  else {
    if (param_1) {
      Msg();
      return;
    }
    if (net_dedicated == '\0') {
LAB_001c8035:
      if ((bool)net_multiplayer != param_1) {
        net_multiplayer = param_1;
        NET_Config();
      }
      if (param_1) {
        return;
      }
      NET_ClearLoopbackBuffers();
      return;
    }
  }
  Msg();
  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)