netadr_s::SetFromSocket
0x000484e0 · 165 bytes · __thiscall
_ZN8netadr_s13SetFromSocketEi
Decompiled
undefined (2 params)
/* netadr_s::SetFromSocket(int) */
void __thiscall netadr_s::SetFromSocket(netadr_s *this,int param_1)
{
int iVar1;
int in_GS_OFFSET;
socklen_t local_24;
sockaddr local_20;
int local_10;
local_24 = 0x10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
this[7] = (netadr_s)0x0;
this[6] = (netadr_s)0x0;
this[5] = (netadr_s)0x0;
this[4] = (netadr_s)0x0;
*(undefined2 *)(this + 8) = 0;
*(undefined4 *)this = 3;
iVar1 = getsockname(param_1,&local_20,&local_24);
if (iVar1 == 0) {
if (local_20.sa_family == 2) {
*(undefined4 *)this = 3;
*(undefined4 *)(this + 4) = local_20.sa_data._2_4_;
*(undefined2 *)(this + 8) = local_20.sa_data._0_2_;
}
else {
this[7] = (netadr_s)0x0;
this[6] = (netadr_s)0x0;
this[5] = (netadr_s)0x0;
this[4] = (netadr_s)0x0;
*(undefined2 *)(this + 8) = 0;
*(undefined4 *)this = 0;
}
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.