CHLTVClientState::ProcessClassInfo
0x0016a200 · 167 bytes · __thiscall
_ZN16CHLTVClientState16ProcessClassInfoEP13SVC_ClassInfo
Decompiled
undefined (2 params)
/* CHLTVClientState::ProcessClassInfo(SVC_ClassInfo*) */
undefined4 __thiscall
CHLTVClientState::ProcessClassInfo(CHLTVClientState *this,SVC_ClassInfo *param_1)
{
CStandardSendProxies *pCVar1;
undefined4 uVar2;
if (param_1[0x4c] == (SVC_ClassInfo)0x0) {
ConMsg("HLTV SendTable CRC differs from server.\n");
(**(code **)(*(int *)this + 0x94))(this,1);
return 0;
}
DataTable_CreateClientTablesFromServerTables();
DataTable_CreateClientClassInfosFromServerClasses((CBaseClientState *)this);
(**(code **)(*(int *)this + 0xb8))(this);
pCVar1 = (CStandardSendProxies *)(**(code **)(*serverGameDLL + 0x74))(serverGameDLL);
uVar2 = RecvTable_CreateDecoders(pCVar1,false,(bool *)0x0);
if ((char)uVar2 != '\0') {
return uVar2;
}
Host_EndGame(true,"CL_ParseClassInfo_EndClasses: CreateDecoders failed.\n");
return uVar2;
}
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.