L L4D2node

CRConServer::ConnectToListeningClient

0x0020add0 · 139 bytes · __thiscall

_ZN11CRConServer24ConnectToListeningClientERK8netadr_sb

Decompiled

undefined (3 params)

/* CRConServer::ConnectToListeningClient(netadr_s const&, bool) */

undefined4 __thiscall
CRConServer::ConnectToListeningClient(CRConServer *this,netadr_s *param_1,bool param_2)

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  iVar1 = CSocketCreator::ConnectSocket((CSocketCreator *)(this + 4),param_1,param_2);
  uVar3 = 1;
  if (iVar1 < 0) {
    uVar2 = LoggingSystem_FindChannel("Console");
    uVar3 = LoggingSystem_IsChannelEnabled(uVar2,1);
    if ((char)uVar3 != '\0') {
      uVar3 = netadr_s::ToString(param_1,false);
      LoggingSystem_Log(uVar2,1,"Unable to connect to remote client (%s)\n",uVar3);
      uVar3 = 0;
    }
  }
  return uVar3;
}

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)