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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.