CBaseClient::SetSignonState
0x000f96d0 · 100 bytes · __thiscall
_ZN11CBaseClient14SetSignonStateEi
Decompiled
undefined (2 params)
/* CBaseClient::SetSignonState(int) */
void __thiscall CBaseClient::SetSignonState(CBaseClient *this,int param_1)
{
char cVar1;
char cVar2;
cVar1 = (**(code **)(*(int *)this + 0x6c))(this);
*(int *)(this + 0xec) = param_1;
cVar2 = (**(code **)(*(int *)this + 0x6c))(this);
if (cVar1 == cVar2) {
return;
}
cVar1 = (**(code **)(*(int *)this + 0x78))(this);
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 0x94))(this), cVar1 == '\0')) {
return;
}
CGameServer::UpdateHibernationStateDeferred((CGameServer *)&sv);
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.