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 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.