L L4D2node

CRConServer::CRConServer

0x0020b7a0 · 156 bytes · __thiscall

_ZN11CRConServerC2EPKc

Decompiled

undefined (2 params)

/* CRConServer::CRConServer(char const*) */

void __thiscall CRConServer::CRConServer(CRConServer *this,char *param_1)

{
  netadr_s *this_00;
  
  *(undefined ***)this = &PTR_ShouldAcceptSocket_002c4fd8;
  CSocketCreator::CSocketCreator((CSocketCreator *)(this + 4),(ISocketCreatorListener *)this);
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
                    /* try { // try from 0020b7ed to 0020b7f1 has its CatchHandler @ 0020b83c */
  CUtlString::CUtlString((CUtlString *)(this + 0x40));
  this_00 = (netadr_s *)(this + 0x50);
                    /* try { // try from 0020b800 to 0020b833 has its CatchHandler @ 0020b85c */
  netadr_s::SetIP(this_00,0);
  netadr_s::SetPort(this_00,0);
  netadr_s::SetType(this_00,3);
  SetAddress(this,param_1);
  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)