L L4D2node

CSocketCreator::CloseAcceptedSocket

0x0028c3f0 · 151 bytes · __thiscall

_ZN14CSocketCreator19CloseAcceptedSocketEi

Decompiled

undefined (2 params)

/* CSocketCreator::CloseAcceptedSocket(int) */

void __thiscall CSocketCreator::CloseAcceptedSocket(CSocketCreator *this,int param_1)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  if (param_1 < *(int *)(this + 0x10)) {
    piVar1 = *(int **)this;
    iVar5 = param_1 * 0x14;
    piVar2 = (int *)(*(int *)(this + 4) + iVar5);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 8))(piVar1,*piVar2,piVar2 + 1,piVar2[4]);
    }
    close(*piVar2);
    iVar3 = *(int *)(this + 0x10);
    iVar4 = (iVar3 - param_1) + -1;
    if (0 < iVar4) {
      _V_memmove((void *)(iVar5 + *(int *)(this + 4)),(void *)(*(int *)(this + 4) + 0x14 + iVar5),
                 iVar4 * 0x14);
      iVar3 = *(int *)(this + 0x10);
    }
    *(int *)(this + 0x10) = iVar3 + -1;
  }
  return;
}

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)