L L4D2node

CGameClient::Connect

0x001ea6b0 · 379 bytes · __thiscall

_ZN11CGameClient7ConnectEPKciP11INetChannelbP10CUtlVectorI16NetMessageCvar_t10CUtlMemoryIS5_iEE

Decompiled

undefined (6 params)

/* CGameClient::Connect(char const*, int, INetChannel*, bool, CUtlVector<NetMessageCvar_t,
   CUtlMemory<NetMessageCvar_t, int> >*) */

void __thiscall
CGameClient::Connect
          (CGameClient *this,char *param_1,int param_2,INetChannel *param_3,bool param_4,
          CUtlVector *param_5)

{
  code *pcVar1;
  int *piVar2;
  undefined4 uVar3;
  int *piVar4;
  undefined *puVar5;
  undefined8 uVar6;
  
  CBaseClient::Connect((CBaseClient *)this,param_1,param_2,param_3,param_4,param_5);
  uVar3 = EDICT_NUM(*(int *)(this + 0x34));
  *(undefined4 *)(this + 0x1f774) = 0x2000;
  *(undefined4 *)(this + 0x1d750) = uVar3;
  *(undefined4 *)(this + 0x1d770) = uVar3;
  piVar4 = (int *)(**(code **)(s_GameEventManager + 0x1c))(&s_GameEventManager,"player_connect",0,0)
  ;
  (**(code **)(*piVar4 + 0x30))(piVar4,"userid",*(undefined4 *)(this + 0x38));
  (**(code **)(*piVar4 + 0x30))(piVar4,"index",*(undefined4 *)(this + 0x30));
  (**(code **)(*piVar4 + 0x3c))(piVar4,"name",this + 0x3c);
  pcVar1 = *(code **)(*piVar4 + 0x34);
  uVar6 = CBaseClient::GetClientXuid((CBaseClient *)this);
  (*pcVar1)(piVar4,&DAT_002b3211,uVar6);
  pcVar1 = *(code **)(*piVar4 + 0x3c);
  uVar3 = (**(code **)(*(int *)this + 0x2c))(this);
  (*pcVar1)(piVar4,"networkid",uVar3);
  piVar2 = *(int **)(this + 0xe8);
  pcVar1 = *(code **)(*piVar4 + 0x3c);
  puVar5 = &DAT_0029fbe0;
  if (piVar2 != (int *)0x0) {
    puVar5 = (undefined *)(**(code **)(*piVar2 + 4))(piVar2);
  }
  (*pcVar1)(piVar4,"address",puVar5);
  (**(code **)(*piVar4 + 0x30))(piVar4,&DAT_002bf6e0,this[0x214]);
                    /* WARNING: Could not recover jumptable at 0x001ea829. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(s_GameEventManager + 0x20))();
  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)