CHostState::OnClientConnected
0x00183760 · 219 bytes · __thiscall
_ZN10CHostState17OnClientConnectedEv
Decompiled
undefined (1 param)
/* CHostState::OnClientConnected() */
void __thiscall CHostState::OnClientConnected(CHostState *this)
{
undefined4 uVar1;
undefined4 uVar2;
if ((this[0x327] != (CHostState)0x0) &&
(this[0x327] = (CHostState)0x0, this[0x325] != (CHostState)0x0)) {
this[0x325] = (CHostState)0x0;
uVar1 = va("setpos_exact %f %f %f\n",(double)*(float *)(this + 8),(double)*(float *)(this + 0xc)
,(double)*(float *)(this + 0x10));
uVar2 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar2,uVar1,0);
uVar1 = va("setang_exact %f %f %f\n",(double)*(float *)(this + 0x14),
(double)*(float *)(this + 0x18),(double)*(float *)(this + 0x1c));
uVar2 = Cbuf_GetCurrentPlayer();
Cbuf_AddText(uVar2,uVar1,0);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.