L L4D2node

CClientState::SetSignonState

0x00115cb0 · 7 bytes · __cdecl

_ZN12CClientState14SetSignonStateEiiP15NET_SignonState

Decompiled

undefined (3 params)

/* CClientState::SetSignonState(int, int, NET_SignonState*) */

undefined4 CClientState::SetSignonState(int param_1,int param_2,NET_SignonState *param_3)

{
  return 0;
}

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)