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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.