L L4D2node

CSocketCreator::ConfigureSocket

0x0028c140 · 183 bytes · __thiscall

_ZN14CSocketCreator15ConfigureSocketEi

Decompiled

undefined (2 params)

/* CSocketCreator::ConfigureSocket(int) */

undefined4 __thiscall CSocketCreator::ConfigureSocket(CSocketCreator *this,int param_1)

{
  int iVar1;
  int *piVar2;
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 1;
  setsockopt(param_1,6,1,&local_14,4);
  local_14 = 1;
  setsockopt(param_1,1,2,&local_14,4);
  local_10 = 1;
  iVar1 = ioctl(param_1,0x5421,&local_10);
  if (iVar1 != -1) {
    return 1;
  }
  piVar2 = __errno_location();
  Warning("Socket accept ioctl(FIONBIO) failed (%i)\n",*piVar2);
  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)