L L4D2node

CBaseServer::CreateSplitClient

0x0010b7d0 · 286 bytes · __thiscall

_ZN11CBaseServer17CreateSplitClientER10CUtlVectorI16NetMessageCvar_t10CUtlMemoryIS1_iEEP11CBaseClient

Decompiled

undefined (3 params)

/* CBaseServer::CreateSplitClient(CUtlVector<NetMessageCvar_t, CUtlMemory<NetMessageCvar_t, int> >&,
   CBaseClient*) */

int * __thiscall
CBaseServer::CreateSplitClient(CBaseServer *this,CUtlVector *param_1,CBaseClient *param_2)

{
  int iVar1;
  char cVar2;
  int *piVar3;
  char *pcVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  int in_GS_OFFSET;
  netadr_s local_2c [12];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  netadr_s::SetIP(local_2c,0);
  netadr_s::SetPort(local_2c,0);
  netadr_s::SetType(local_2c,3);
  piVar3 = (int *)GetFreeClientInternal(this,local_2c);
  if (piVar3 != (int *)0x0) {
    pcVar4 = (char *)netadr_s::ToString(local_2c,false);
    uVar5 = NET_CreateNetChannel
                      (*(int *)(this + 8),local_2c,pcVar4,(INetChannelHandler *)(piVar3 + 1),true);
    uVar6 = GetNextUserID(this);
    *(undefined4 *)(this + 0x100) = uVar6;
    (**(code **)(*piVar3 + 0x30))(piVar3,"split",uVar6,uVar5,1,param_1);
    *(undefined1 *)(piVar3 + 4) = 1;
    piVar3[10] = (int)param_2;
    iVar1 = *(int *)(this + 0xc);
    *(undefined1 *)((int)piVar3 + 0x11) = 1;
    piVar3[0x3e] = iVar1;
    cVar2 = (**(code **)(*piVar3 + 0x40))(piVar3);
    *(undefined1 *)((int)piVar3 + 0x11) = 0;
    if (cVar2 != '\0') goto LAB_0010b8d1;
  }
  piVar3 = (int *)0x0;
LAB_0010b8d1:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return piVar3;
}

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)