L L4D2node

CBaseServer::RejectConnection

0x00107660 · 164 bytes · __thiscall

_ZN11CBaseServer16RejectConnectionERK8netadr_sPcz

Decompiled

undefined (3 params)

/* CBaseServer::RejectConnection(netadr_s const&, char*, ...) */

void __thiscall CBaseServer::RejectConnection(CBaseServer *this,netadr_s *param_1,char *param_2,...)

{
  undefined4 uVar1;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_420,0x400,param_2,&stack0x00000010);
  NET_OutOfBandPrintf(*(int *)(this + 8),param_1,"%c%s",0x39,local_420);
  uVar1 = netadr_s::ToString(param_1,false);
  Warning("RejectConnection: %s - %s\n",uVar1,local_420);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)