L L4D2node

CRPTServer::OnSocketClosed

0x0020c780 · 85 bytes · __thiscall

_ZN10CRPTServer14OnSocketClosedEiRK8netadr_sPv

Decompiled

undefined (4 params)

/* CRPTServer::OnSocketClosed(int, netadr_s const&, void*) */

void __thiscall
CRPTServer::OnSocketClosed(CRPTServer *this,int param_1,netadr_s *param_2,void *param_3)

{
  Cmd_SetRptActive(false);
  this[0x5c] = (CRPTServer)0x1;
  if (param_3 != (void *)0x0) {
    CUtlLinkedList<CUtlBuffer,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>>
    ::RemoveAll((CUtlLinkedList<CUtlBuffer,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>>
                 *)((int)param_3 + 0x44));
    CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>::Purge
              ((CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short> *)
               ((int)param_3 + 0x44));
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)((int)param_3 + 0xc));
    operator_delete(param_3);
    return;
  }
  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)