CHLTVClientState::ConnectionClosing
0x0016d3f0 · 134 bytes · __thiscall
_ZN16CHLTVClientState17ConnectionClosingEPKc
Decompiled
undefined (2 params)
/* CHLTVClientState::ConnectionClosing(char const*) */
void __thiscall CHLTVClientState::ConnectionClosing(CHLTVClientState *this,char *param_1)
{
int iVar1;
undefined4 uVar2;
undefined4 uVar3;
CBaseClientState::ConnectionClosing((CBaseClientState *)this,param_1);
if (*(int *)(tv_autoretry._28_4_ + 0x30) != 0) {
iVar1 = CAddressList::Count((CAddressList *)(this + 0x2c));
if (0 < iVar1) {
iVar1 = CAddressList::Get((CAddressList *)(this + 0x2c),0);
uVar2 = CUtlString::Get((CUtlString *)(iVar1 + 0x10));
uVar2 = va("tv_relay %s\n",uVar2);
uVar3 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar3,uVar2,0);
return;
}
}
return;
}
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.