CBaseClient::ProcessSignonState
0x000f73b0 · 126 bytes · __thiscall
_ZN11CBaseClient18ProcessSignonStateEP15NET_SignonState
Decompiled
undefined (2 params)
/* CBaseClient::ProcessSignonState(NET_SignonState*) */
undefined4 __thiscall CBaseClient::ProcessSignonState(CBaseClient *this,NET_SignonState *param_1)
{
int iVar1;
undefined4 uVar2;
int iVar3;
iVar1 = *(int *)(param_1 + 0x4c);
if (iVar1 == 7) {
return 1;
}
if (2 < iVar1) {
iVar1 = *(int *)(param_1 + 0x50);
iVar3 = (**(code **)(**(int **)(this + 0xb8) + 0x40))(*(int **)(this + 0xb8));
if (iVar1 != iVar3) goto LAB_000f73d4;
iVar1 = *(int *)(param_1 + 0x4c);
}
if (*(int *)(this + 0xec) == iVar1) {
uVar2 = (**(code **)(*(int *)this + 0x110))(this,iVar1,*(undefined4 *)(param_1 + 0x50));
return uVar2;
}
LAB_000f73d4:
(**(code **)(*(int *)this + 0x38))(this);
return 1;
}
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.