L L4D2node

HostState_OnClientConnected

0x00183840 · 20 bytes · unknown

_Z27HostState_OnClientConnectedv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* HostState_OnClientConnected() */

void HostState_OnClientConnected(void)

{
  CHostState::OnClientConnected((CHostState *)&g_HostState);
  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)