L L4D2node

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 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)