L L4D2node

netadr_s::SetFromSockadr

0x00255430 · 74 bytes · __thiscall

_ZN8netadr_s14SetFromSockadrEPK8sockaddr

Decompiled

undefined (2 params)

/* netadr_s::SetFromSockadr(sockaddr const*) */

undefined4 __thiscall netadr_s::SetFromSockadr(netadr_s *this,sockaddr *param_1)

{
  if (param_1->sa_family != 2) {
    this[7] = (netadr_s)0x0;
    this[6] = (netadr_s)0x0;
    this[5] = (netadr_s)0x0;
    this[4] = (netadr_s)0x0;
    *(undefined2 *)(this + 8) = 0;
    *(undefined4 *)this = 0;
    return 0;
  }
  *(undefined4 *)this = 3;
  *(undefined4 *)(this + 4) = *(undefined4 *)(param_1->sa_data + 2);
  *(undefined2 *)(this + 8) = *(undefined2 *)param_1->sa_data;
  return 1;
}

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)