L L4D2node

CXboxSystem::NetXnAddrToInAddr

0x00240110 · 33 bytes · __thiscall

_ZN11CXboxSystem17NetXnAddrToInAddrEPK6XNADDRPK5XNKIDP8ip4_addr

Decompiled

undefined (4 params)

/* CXboxSystem::NetXnAddrToInAddr(XNADDR const*, XNKID const*, ip4_addr*) */

undefined4 __thiscall
CXboxSystem::NetXnAddrToInAddr(CXboxSystem *this,XNADDR *param_1,XNKID *param_2,ip4_addr *param_3)

{
  if (param_3 != (ip4_addr *)0x0) {
    if (param_1 == (XNADDR *)0x0) {
      *(undefined4 *)param_3 = 0;
    }
    else {
      *(undefined4 *)param_3 = *(undefined4 *)param_1;
    }
  }
  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)