L L4D2node

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 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)