L L4D2node

CBaseClient::SendFullConnectEvent

0x000fa110 · 130 bytes · __thiscall

_ZN11CBaseClient20SendFullConnectEventEv

Decompiled

undefined (1 param)

/* CBaseClient::SendFullConnectEvent() */

void __thiscall CBaseClient::SendFullConnectEvent(CBaseClient *this)

{
  int *piVar1;
  
  piVar1 = (int *)(**(code **)(s_GameEventManager + 0x1c))
                            (&s_GameEventManager,"player_connect_full",0,0);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x30))(piVar1,"userid",*(undefined4 *)(this + 0x38));
    (**(code **)(*piVar1 + 0x30))(piVar1,"index",*(undefined4 *)(this + 0x30));
    (**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar1,0);
  }
  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)