L L4D2node

CSocketCreator::CloseAllAcceptedSockets

0x0028c490 · 122 bytes · __thiscall

_ZN14CSocketCreator23CloseAllAcceptedSocketsEv

Decompiled

undefined (1 param)

/* CSocketCreator::CloseAllAcceptedSockets() */

void __thiscall CSocketCreator::CloseAllAcceptedSockets(CSocketCreator *this)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = 0;
  iVar1 = *(int *)(this + 0x10);
  if (0 < iVar1) {
    iVar4 = 0;
    do {
      piVar2 = *(int **)this;
      piVar3 = (int *)(*(int *)(this + 4) + iVar5);
      if (piVar2 != (int *)0x0) {
        (**(code **)(*piVar2 + 8))(piVar2,*piVar3,piVar3 + 1,piVar3[4]);
      }
      iVar4 = iVar4 + 1;
      iVar5 = iVar5 + 0x14;
      close(*piVar3);
    } while (iVar4 != iVar1);
  }
  *(undefined4 *)(this + 0x10) = 0;
  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)