L L4D2node

CSocketCreator::CSocketCreator

0x0028ca90 · 118 bytes · __thiscall

_ZN14CSocketCreatorC2EP22ISocketCreatorListener

Decompiled

undefined (2 params)

/* CSocketCreator::CSocketCreator(ISocketCreatorListener*) */

void __thiscall CSocketCreator::CSocketCreator(CSocketCreator *this,ISocketCreatorListener *param_1)

{
  netadr_s *this_00;
  
  this_00 = (netadr_s *)(this + 0x1c);
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
                    /* try { // try from 0028cacd to 0028caf1 has its CatchHandler @ 0028cb06 */
  netadr_s::SetIP(this_00,0);
  netadr_s::SetPort(this_00,0);
  netadr_s::SetType(this_00,3);
  *(undefined4 *)(this + 0x18) = 0xffffffff;
  *(ISocketCreatorListener **)this = param_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)