L L4D2node

CHLTVClient::CHLTVClient

0x00168c20 · 264 bytes · __thiscall

_ZN11CHLTVClientC1EiP11CBaseServer

Decompiled

undefined (3 params)

/* CHLTVClient::CHLTVClient(int, CBaseServer*) */

void __thiscall CHLTVClient::CHLTVClient(CHLTVClient *this,int param_1,CBaseServer *param_2)

{
  undefined4 uVar1;
  int *piVar2;
  int iVar3;
  
  CBaseClient::CBaseClient((CBaseClient *)this);
  *(undefined ***)this = &PTR__CHLTVClient_002b0c08;
  *(undefined ***)(this + 4) = &PTR__CHLTVClient_002b0d58;
  *(undefined ***)(this + 8) = &PTR__CHLTVClient_002b0e18;
                    /* try { // try from 00168c51 to 00168d1d has its CatchHandler @ 00168d37 */
  CBaseClient::Clear((CBaseClient *)this);
  *(int *)(this + 0x30) = param_1;
  *(CBaseServer **)(this + 0xb8) = param_2;
  if (param_2 == (CBaseServer *)0x0) {
    piVar2 = (int *)0x0;
  }
  else {
    piVar2 = (int *)__dynamic_cast(param_2,&CBaseServer::typeinfo,&CHLTVServer::typeinfo,4);
  }
  *(int **)(this + 0x1d79c) = piVar2;
  iVar3 = (**(code **)(*piVar2 + 0x44))(piVar2);
  *(undefined4 *)(this + 0x1d704) = 0;
  *(int *)(this + 0x34) = iVar3 + 1;
  uVar1 = tv_chatgroupsize._28_4_;
  *(undefined8 *)(this + 0x1d708) = 0;
  *(undefined8 *)(this + 0x1d750) = 0;
  this[0x1d758] = (CHLTVClient)0x0;
  if (0 < *(int *)(uVar1 + 0x30)) {
    V_snprintf((char *)(this + 0x1d759),0x40,"group%d",param_1 % *(int *)(uVar1 + 0x30));
    return;
  }
  V_strncpy((char *)(this + 0x1d759),"all",0x40);
  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)