L L4D2node

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 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)