L L4D2node

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 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)