CGameClient::ProcessClientInfo
0x001ea470 · 102 bytes · __thiscall
_ZN11CGameClient17ProcessClientInfoEP14CLC_ClientInfo
Decompiled
undefined (2 params)
/* CGameClient::ProcessClientInfo(CLC_ClientInfo*) */
undefined4 __thiscall CGameClient::ProcessClientInfo(CGameClient *this,CLC_ClientInfo *param_1)
{
CBaseClient::ProcessClientInfo((CBaseClient *)this,param_1);
if (this[0xbc] != (CGameClient)0x0) {
(**(code **)(*(int *)this + 0x3c))
(this,"ProcessClientInfo: SourceTV can not connect to game directly.\n");
return 0;
}
if (*(int *)(sv_allowupload._28_4_ + 0x30) == 0) {
return 1;
}
DownloadCustomizations(this);
return 1;
}
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.