L L4D2node

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 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)