CBaseClientState::SetConnectionPassword
0x001015f0 · 156 bytes · __thiscall
_ZN16CBaseClientState21SetConnectionPasswordEPKc
Decompiled
undefined (2 params)
/* CBaseClientState::SetConnectionPassword(char const*) */
void __thiscall CBaseClientState::SetConnectionPassword(CBaseClientState *this,char *param_1)
{
undefined4 uVar1;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
this[0x189] = (CBaseClientState)0x0;
this[0x188] = (CBaseClientState)0x1;
ConVar::SetValue(password);
if (this[0x18c] == (CBaseClientState)0x0) {
return;
}
HandleDeferredConnection(this);
return;
}
this[0x189] = (CBaseClientState)0x0;
this[0x188] = (CBaseClientState)0x0;
uVar1 = netadr_s::ToString((netadr_s *)(this + 0x1b8),false);
Msg("Connection to %s failed, server requires a password\n",uVar1);
/* WARNING: Could not recover jumptable at 0x00101651. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x94))();
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.