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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.