L L4D2node

NET_InitPostFork

0x001c8080 · 111 bytes · unknown

_Z16NET_InitPostForkv

Decompiled

undefined (0 params)

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

void NET_InitPostFork(void)

{
  bool bVar1;
  int *piVar2;
  int iVar3;
  
  NET_ProcessCommandLine((bool)net_dedicated);
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x20))(g_pMatchFramework);
  bVar1 = (bool)(**(code **)(*piVar2 + 8))(piVar2);
  NET_SetMutiplayer(bVar1);
  InitNetConsole();
  piVar2 = (int *)CommandLine_Tier0();
  iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2,"-NoQueuedPacketThread");
  if (iVar3 == 0) {
    (**(code **)*g_pQueuedPackedSender)(g_pQueuedPackedSender);
    return;
  }
  Warning("Found -NoQueuedPacketThread, so no queued packet thread will be created.\n");
  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)