L L4D2node

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 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)