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 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.