L L4D2node

CBaseClientState::FullConnect

0x000fce20 · 167 bytes · __thiscall

_ZN16CBaseClientState11FullConnectER8netadr_s

Decompiled

undefined (2 params)

/* CBaseClientState::FullConnect(netadr_s&) */

void __thiscall CBaseClientState::FullConnect(CBaseClientState *this,netadr_s *param_1)

{
  undefined8 uVar1;
  int *piVar2;
  
  COM_TimestampedLog("CBaseClientState::FullConnect");
  piVar2 = (int *)NET_CreateNetChannel
                            (*(int *)(this + 0xc),param_1,"CLIENT",(INetChannelHandler *)this,false)
  ;
  *(int **)(this + 0x10) = piVar2;
  (**(code **)(*piVar2 + 0x7c))(piVar2,*(undefined4 *)(this + 0x18));
  *(undefined4 *)(this + 0xc0) = 0xffffffff;
  uVar1 = net_time;
  *(undefined4 *)(this + 0x15c) = 0;
  *(undefined4 *)(this + 0x160) = 0;
  *(undefined8 *)(this + 0x1c) = uVar1;
  *(undefined8 *)(this + 100) = uVar1;
  (**(code **)(*(int *)this + 0x90))(this,2,0xffffffff,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)