L L4D2node

netadr_s::addr_htonl

0x00048190 · 13 bytes · __thiscall

_ZNK8netadr_s10addr_htonlEv

Decompiled

undefined (1 param)

/* netadr_s::addr_htonl() const */

uint __thiscall netadr_s::addr_htonl(netadr_s *this)

{
  uint uVar1;
  
  uVar1 = *(uint *)(this + 4);
  return uVar1 >> 0x18 | (uVar1 & 0xff0000) >> 8 | (uVar1 & 0xff00) << 8 | uVar1 << 0x18;
}

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)