CBaseClient::ActivatePlayer
0x000f9740 · 92 bytes · __thiscall
_ZN11CBaseClient14ActivatePlayerEv
Decompiled
undefined (1 param)
/* CBaseClient::ActivatePlayer() */
void __thiscall CBaseClient::ActivatePlayer(CBaseClient *this)
{
CMapReslistGenerator *this_00;
COM_TimestampedLog("CBaseClient::ActivatePlayer");
(**(code **)(**(int **)(this + 0xb8) + 0xc0))(*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30))
;
SetSignonState(this,6);
this_00 = (CMapReslistGenerator *)MapReslistGenerator();
CMapReslistGenerator::OnPlayerSpawn(this_00);
NotifyDedicatedServerUI();
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.