CHLTVClient::SendSignonData
0x00168d50 · 296 bytes · __thiscall
_ZN11CHLTVClient14SendSignonDataEv
Decompiled
undefined (1 param)
/* CHLTVClient::SendSignonData() */
undefined4 __thiscall CHLTVClient::SendSignonData(CHLTVClient *this)
{
int iVar1;
int iVar2;
undefined4 uVar3;
undefined **local_74;
undefined1 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined8 local_60;
undefined4 local_58;
undefined4 local_54;
undefined8 local_50;
undefined4 local_48;
undefined4 local_44;
undefined1 local_40;
undefined8 local_3c;
undefined4 local_34;
undefined4 local_30;
undefined1 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
iVar1 = *(int *)(this + 0xc0);
iVar2 = SendTable_GetCRC();
if (iVar1 != iVar2) {
(**(code **)(*(int *)this + 0x3c))(this,"Server uses different class tables");
return 0;
}
local_68 = 0;
local_64 = 0;
local_60 = 0;
local_58 = 0;
local_10 = *(undefined4 *)(*(int *)(this + 0xb8) + 0xf8);
local_54 = 0;
local_50 = 0;
local_48 = 0;
local_44 = 0;
local_40 = 0;
local_3c = 0;
local_34 = 0;
local_30 = 0;
local_70 = 1;
local_6c = 0;
local_74 = &PTR__SVC_ClassInfo_002a1ee8;
local_24 = 0;
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_28 = 1;
/* try { // try from 00168e41 to 00168e46 has its CatchHandler @ 00168e7d */
(**(code **)(**(int **)(this + 0xe8) + 0xa8))(*(int **)(this + 0xe8),&local_74,0,0);
local_74 = &PTR__SVC_ClassInfo_002a1ee8;
local_18 = 0;
CUtlMemory<SVC_ClassInfo::class_s,int>::Purge((CUtlMemory<SVC_ClassInfo::class_s,int> *)&local_24)
;
local_14 = local_24;
CUtlMemory<SVC_ClassInfo::class_s,int>::Purge((CUtlMemory<SVC_ClassInfo::class_s,int> *)&local_24)
;
uVar3 = CBaseClient::SendSignonData((CBaseClient *)this);
return uVar3;
}
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.