L L4D2node

CHLTVServer::ConnectClient

0x00174520 · 150 bytes · __thiscall

_ZN11CHLTVServer13ConnectClientER8netadr_siiiPKcS3_S3_iR10CUtlVectorI22CLC_SplitPlayerConnect10CUtlMemoryIS5_iEEb

Decompiled

undefined (11 params)

/* CHLTVServer::ConnectClient(netadr_s&, int, int, int, char const*, char const*, char const*, int,
   CUtlVector<CLC_SplitPlayerConnect, CUtlMemory<CLC_SplitPlayerConnect, int> >&, bool) */

int __thiscall
CHLTVServer::ConnectClient
          (CHLTVServer *this,netadr_s *param_1,int param_2,int param_3,int param_4,char *param_5,
          char *param_6,char *param_7,int param_8,CUtlVector *param_9,bool param_10)

{
  int iVar1;
  
  iVar1 = CBaseServer::ConnectClient
                    ((CBaseServer *)(this + 4),param_1,param_2,param_3,param_4,param_5,param_6,
                     param_7,param_8,param_9,param_10);
  if ((iVar1 != 0) && (iVar1 != 4)) {
    V_strncpy((char *)((int)&__DT_REL[0x14bc].r_info + iVar1),param_6,0x40);
    return iVar1;
  }
  return 0;
}

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)