CBaseClient::ProcessClientInfo
0x000f80f0 · 145 bytes · __thiscall
_ZN11CBaseClient17ProcessClientInfoEP14CLC_ClientInfo
Decompiled
undefined (2 params)
/* CBaseClient::ProcessClientInfo(CLC_ClientInfo*) */
undefined4 __thiscall CBaseClient::ProcessClientInfo(CBaseClient *this,CLC_ClientInfo *param_1)
{
CBaseClient CVar1;
undefined4 uVar2;
int iVar3;
int iVar4;
*(undefined4 *)(this + 0xc0) = *(undefined4 *)(param_1 + 0x4c);
CVar1 = *(CBaseClient *)(param_1 + 0x54);
*(undefined4 *)(this + 0xe4) = 0;
this[0xbc] = CVar1;
V_strncpy((char *)(this + 0x8c),(char *)(param_1 + 0x5c),0x20);
iVar3 = 0;
do {
uVar2 = *(undefined4 *)(param_1 + iVar3 * 4 + 0x7c);
*(undefined4 *)(this + iVar3 * 8 + 200) = 0;
*(undefined4 *)(this + iVar3 * 8 + 0xc4) = uVar2;
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
iVar3 = *(int *)(param_1 + 0x50);
iVar4 = (**(code **)(**(int **)(this + 0xb8) + 0x40))(*(int **)(this + 0xb8));
if (iVar3 != iVar4) {
(**(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.