L L4D2node

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 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)