L L4D2node

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 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)