CBaseClient::UpdateUserSettings
0x000f7c60 · 247 bytes · __thiscall
_ZN11CBaseClient18UpdateUserSettingsEv
Decompiled
undefined (1 param)
/* CBaseClient::UpdateUserSettings() */
void __thiscall CBaseClient::UpdateUserSettings(CBaseClient *this)
{
code *pcVar1;
undefined4 uVar2;
pcVar1 = *(code **)(*(int *)this + 0xf8);
uVar2 = KeyValues::GetString(*(KeyValues **)(this + 0xb0),"name","unnamed");
(*pcVar1)(this,uVar2);
pcVar1 = *(code **)(*(int *)this + 0x44);
uVar2 = KeyValues::GetInt(*(KeyValues **)(this + 0xb0),"rate",5000);
(*pcVar1)(this,uVar2,0);
pcVar1 = *(code **)(*(int *)this + 0x4c);
uVar2 = KeyValues::GetInt(*(KeyValues **)(this + 0xb0),"cl_updaterate",0x14);
(*pcVar1)(this,uVar2,0);
pcVar1 = *(code **)(*(int *)this + 0x90);
uVar2 = KeyValues::GetInt(*(KeyValues **)(this + 0xb0),"net_maxroutable",0x4b0);
(*pcVar1)(this,uVar2);
(**(code **)(**(int **)(this + 0xb8) + 0xc0))(*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30))
;
this[0xb4] = (CBaseClient)0x0;
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.