L L4D2node

CRConServer::SetRequestID

0x0020af90 · 81 bytes · __thiscall

_ZN11CRConServer12SetRequestIDEji

Decompiled

undefined (3 params)

/* CRConServer::SetRequestID(unsigned int, int) */

void __thiscall CRConServer::SetRequestID(CRConServer *this,uint param_1,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar1 = CSocketCreator::GetAcceptedSocketCount((CSocketCreator *)(this + 4));
  if (0 < iVar1) {
    do {
      while (iVar2 = CSocketCreator::GetAcceptedSocketData((CSocketCreator *)(this + 4),iVar3),
            *(uint *)(iVar2 + 8) == param_1) {
        iVar3 = iVar3 + 1;
        *(int *)(iVar2 + 4) = param_2;
        if (iVar3 == iVar1) {
          return;
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != iVar1);
  }
  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)