L L4D2node

CHLTVServer::ConnectRelay

0x001732d0 · 98 bytes · __thiscall

_ZN11CHLTVServer12ConnectRelayEPKc

Decompiled

undefined (2 params)

/* CHLTVServer::ConnectRelay(char const*) */

void __thiscall CHLTVServer::ConnectRelay(CHLTVServer *this,char *param_1)

{
  if (1 < *(int *)(this + 0x274)) {
    CAddressList::RemoveAll((CAddressList *)(this + 0x240));
    CBaseClientState::Disconnect((bool)((char)this + '\x14'));
    Changelevel(this);
  }
  CBaseClientState::Connect((CBaseClientState *)(this + 0x214),param_1,param_1);
  return;
}

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)