CXboxSystem::NetInAddrToXnAddr
0x0023fe30 · 52 bytes · __thiscall
_ZN11CXboxSystem17NetInAddrToXnAddrE8ip4_addrP6XNADDRP5XNKID
Decompiled
undefined (4 params)
/* CXboxSystem::NetInAddrToXnAddr(ip4_addr, XNADDR*, XNKID*) */
undefined4 __thiscall
CXboxSystem::NetInAddrToXnAddr
(undefined4 this,undefined4 param_2,undefined4 *param_3,undefined4 *param_4)
{
int iVar1;
undefined4 *puVar2;
if (param_4 != (undefined4 *)0x0) {
*param_4 = 0;
param_4[1] = 0;
}
if (param_3 != (undefined4 *)0x0) {
puVar2 = param_3;
for (iVar1 = 9; iVar1 != 0; iVar1 = iVar1 + -1) {
*puVar2 = 0;
puVar2 = puVar2 + 1;
}
*param_3 = param_2;
}
return 0;
}
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.