CBaseClientState::ProcessSignonState
0x000fe950 · 460 bytes · __thiscall
_ZN16CBaseClientState18ProcessSignonStateEP15NET_SignonState
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBaseClientState::ProcessSignonState(NET_SignonState*) */
undefined4 __thiscall
CBaseClientState::ProcessSignonState(CBaseClientState *this,NET_SignonState *param_1)
{
int iVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (_exit == 0) {
local_20 = 0;
}
else {
(**(code **)(_exit + 0x50))
(_exit,&local_34,0,0,0,0,"/data/src/engine/./baseclientstate.cpp",0x62e,
&ProcessSignonState(NET_SignonState*)::tm_fmt,"(%s)%s","Unaccounted",
"ProcessSignonState");
local_20 = _exit;
}
iVar1 = _DAT_0040b9d4;
local_28 = local_34;
local_24 = local_30;
if ((_DAT_0040b028 != 0) || (DAT_0040b02c == '\0')) {
/* try { // try from 000feabe to 000feb0c has its CatchHandler @ 000feb4c */
iVar4 = ThreadGetCurrentId();
if (iVar1 == iVar4) {
if ((char *)*_DAT_0040b030 != "ProcessSignonState") {
_DAT_0040b030 =
(int *)CVProfNode::GetSubNode((char *)_DAT_0040b030,0x2a6d1c,&DAT_00000001,0x2a054b);
}
CVProfNode::EnterScope();
DAT_0040b02c = '\0';
}
}
/* try { // try from 000fea1e to 000fea23 has its CatchHandler @ 000feb2b */
uVar3 = (**(code **)(*(int *)this + 0x90))
(this,*(undefined4 *)(param_1 + 0x4c),*(undefined4 *)(param_1 + 0x50),param_1);
iVar1 = _DAT_0040b9d4;
if ((DAT_0040b02c == '\0') || (_DAT_0040b028 != 0)) {
iVar4 = ThreadGetCurrentId();
if (iVar1 == iVar4) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0040b030 = (int *)_DAT_0040b030[0x19];
}
DAT_0040b02c = _DAT_0040b030 == (int *)0x40b034;
}
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
return uVar3;
}
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.