netadr_s::ToSockadr
0x000481a0 · 151 bytes · __thiscall
_ZNK8netadr_s9ToSockadrEP8sockaddr
Decompiled
undefined (2 params)
/* netadr_s::ToSockadr(sockaddr*) const */
void __thiscall netadr_s::ToSockadr(netadr_s *this,sockaddr *param_1)
{
undefined2 uVar1;
int iVar2;
_V_memset(param_1,0,0x10);
iVar2 = *(int *)this;
if (iVar2 == 2) {
param_1->sa_family = 2;
uVar1 = *(undefined2 *)(this + 8);
param_1->sa_data[2] = -1;
param_1->sa_data[3] = -1;
param_1->sa_data[4] = -1;
param_1->sa_data[5] = -1;
*(undefined2 *)param_1->sa_data = uVar1;
return;
}
if (iVar2 != 3) {
if (iVar2 != 1) {
return;
}
param_1->sa_family = 2;
uVar1 = *(undefined2 *)(this + 8);
param_1->sa_data[2] = '\x01';
param_1->sa_data[3] = '\0';
param_1->sa_data[4] = '\0';
param_1->sa_data[5] = '\x7f';
*(undefined2 *)param_1->sa_data = uVar1;
return;
}
param_1->sa_family = 2;
*(undefined4 *)(param_1->sa_data + 2) = *(undefined4 *)(this + 4);
*(undefined2 *)param_1->sa_data = *(undefined2 *)(this + 8);
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.