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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.