L L4D2node

CRConServer::OnSocketAccepted

0x0020b8c0 · 185 bytes · __thiscall

_ZN11CRConServer16OnSocketAcceptedEiRK8netadr_sPPv

Decompiled

undefined (4 params)

/* CRConServer::OnSocketAccepted(int, netadr_s const&, void**) */

void __thiscall
CRConServer::OnSocketAccepted(CRConServer *this,int param_1,netadr_s *param_2,void **param_3)

{
  undefined1 *puVar1;
  undefined4 uVar2;
  
  puVar1 = operator_new(0x60);
                    /* try { // try from 0020b8f4 to 0020b8f8 has its CatchHandler @ 0020b979 */
  CUtlBuffer::CUtlBuffer((CUtlBuffer *)(puVar1 + 0xc),0,0,0);
  *(undefined2 *)(puVar1 + 0x5a) = 0xffff;
  *(undefined2 *)(puVar1 + 0x56) = 0;
  *(undefined2 *)(puVar1 + 0x58) = 0;
  *(undefined2 *)(puVar1 + 0x54) = 0xffff;
  *(undefined4 *)(puVar1 + 0x44) = 0;
  *(undefined4 *)(puVar1 + 0x48) = 0;
  *(undefined4 *)(puVar1 + 0x4c) = 0;
  *(undefined2 *)(puVar1 + 0x50) = 0xffff;
  *(undefined2 *)(puVar1 + 0x52) = 0xffff;
  *(undefined4 *)(puVar1 + 0x5c) = 0;
  *(undefined4 *)(puVar1 + 4) = 0;
  *puVar1 = 0;
  uVar2 = CServerRemoteAccess::GetNextListenerID
                    ((CServerRemoteAccess *)g_ServerRemoteAccess,true,param_2);
  *(undefined4 *)(puVar1 + 8) = uVar2;
  *param_3 = puVar1;
  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)