L L4D2node

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 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)