L L4D2node

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 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)