CBaseClient::Connect
0x000f9c20 · 10 bytes · __thiscall
_ZThn4_N11CBaseClient7ConnectEPKciP11INetChannelbP10CUtlVectorI16NetMessageCvar_t10CUtlMemoryIS5_iEE
Decompiled
undefined (6 params)
/* non-virtual thunk to 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)
{
Connect(this + -4,param_1,param_2,param_3,param_4,param_5);
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.