CBaseClient::Connect
0x000f9a90 · 353 bytes · __thiscall
_ZN11CBaseClient7ConnectEPKciP11INetChannelbP10CUtlVectorI16NetMessageCvar_t10CUtlMemoryIS5_iEE
Decompiled
undefined (6 params)
/* CBaseClient::Connect(char const*, int, INetChannel*, bool, CUtlVector<NetMessageCvar_t,
CUtlMemory<NetMessageCvar_t, int> >*) */
void __thiscall
CBaseClient::Connect
(CBaseClient *this,char *param_1,int param_2,INetChannel *param_3,bool param_4,
CUtlVector *param_5)
{
int *piVar1;
char cVar2;
KeyValues *this_00;
CBaseClient *pCVar3;
CBaseClient *pCVar4;
KeyValues *this_01;
uint in_stack_ffffffc8;
char *pcVar5;
COM_TimestampedLog("CBaseClient::Connect");
(**(code **)(*(int *)this + 0x54))(this);
*(int *)(this + 0x38) = param_2;
*(undefined4 *)(this + 0xac) = 0;
this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
pcVar5 = "userinfo";
this_01 = this_00;
/* try { // try from 000f9afe to 000f9b02 has its CatchHandler @ 000f9c07 */
KeyValues::KeyValues(this_00,"userinfo",(IKeyValuesSystem *)0x0,false);
*(KeyValues **)(this + 0xb0) = this_00;
if (param_5 == (CUtlVector *)0x0) {
(**(code **)(*(int *)this + 0xf8))(this,param_1);
}
else {
if (*(int *)(this + 0xac) < 0x3e9) {
ApplyConVars((CBaseClient *)this_01,(CUtlVector *)pcVar5);
}
pCVar3 = (CBaseClient *)(**(code **)(*(int *)this + 0x28))(this,"name");
pCVar4 = (CBaseClient *)param_1;
if ((pCVar3 != (CBaseClient *)0x0) && (pCVar4 = pCVar3, *pCVar3 == (CBaseClient)0x0)) {
pCVar4 = (CBaseClient *)param_1;
}
(**(code **)(*(int *)this + 0xf8))(this,pCVar4);
param_1 = (char *)pCVar4;
}
this[0x214] = (CBaseClient)param_4;
if (param_4) {
pCVar4 = (CBaseClient *)Steam3Server();
param_1 = (char *)this;
CSteam3Server::NotifyLocalClientConnect(pCVar4);
}
*(INetChannel **)(this + 0xe8) = param_3;
if (((param_3 != (INetChannel *)0x0) && (piVar1 = *(int **)(this + 0xb8), piVar1 != (int *)0x0))
&& (cVar2 = (**(code **)(*piVar1 + 0x68))(piVar1,param_1), cVar2 != '\0')) {
(**(code **)(**(int **)(this + 0xe8) + 0xfc))(*(int **)(this + 0xe8),1);
}
SetSignonState(this,2);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.