CBaseClientState::ConnectInternal
0x001059f0 · 334 bytes · __thiscall
_ZN16CBaseClientState15ConnectInternalEPKcS1_i
Decompiled
undefined (4 params)
/* CBaseClientState::ConnectInternal(char const*, char const*, int) */
void __thiscall
CBaseClientState::ConnectInternal(CBaseClientState *this,char *param_1,char *param_2,int param_3)
{
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_00;
char cVar1;
undefined4 uVar2;
char *pcVar3;
int in_GS_OFFSET;
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_01;
Color local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
this_00 = (CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)(this + 0x2c);
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::RemoveAll(this_00);
CAddressList::AddRemote((CAddressList *)this_00,param_1,"public");
this_01 = this_00;
CAddressList::AddRemote((CAddressList *)this_00,param_2,"private");
if (realtime < *(float *)(this + 0x40) || realtime == *(float *)(this + 0x40)) {
cVar1 = ShouldUseDirectConnectAddress((CBaseClientState *)this_01,(CAddressList *)param_2);
if (cVar1 != '\0') {
uVar2 = netadr_s::ToString((netadr_s *)(this + 0x44),false);
local_24 = (Color)0x0;
local_23 = 0xff;
local_22 = 0;
local_21 = 0xff;
ConColorMsg(&local_24,"Adding direct connect IP to connection %s\n",uVar2);
pcVar3 = (char *)netadr_s::ToString((netadr_s *)(this + 0x44),false);
CAddressList::AddRemote((CAddressList *)this_00,pcVar3,"direct");
}
}
*(int *)(this + 0x150) = param_3;
(**(code **)(*(int *)this + 0x90))(this,1,0xffffffff,0);
*(undefined4 *)(this + 0x24) = 0;
*(undefined8 *)(this + 0x1c) = 0xc7efffffe0000000;
*(int *)(this + 0x28) = (int)(60.0 / *(float *)(cl_resend._28_4_ + 0x2c));
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.