CHLTVServer::ConnectClient
0x001745c0 · 10 bytes · __thiscall
_ZThn4_N11CHLTVServer13ConnectClientER8netadr_siiiPKcS3_S3_iR10CUtlVectorI22CLC_SplitPlayerConnect10CUtlMemoryIS5_iEEb
Decompiled
undefined (11 params)
/* non-virtual thunk to CHLTVServer::ConnectClient(netadr_s&, int, int, int, char const*, char
const*, char const*, int, CUtlVector<CLC_SplitPlayerConnect, CUtlMemory<CLC_SplitPlayerConnect,
int> >&, bool) */
void __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)
{
ConnectClient(this + -4,param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,
param_10);
return;
}
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.