L L4D2node

CGameClient::ProcessSignonStateMsg

0x001eafb0 · 302 bytes · __cdecl

_ZN11CGameClient21ProcessSignonStateMsgEii

Decompiled

undefined (2 params)

/* CGameClient::ProcessSignonStateMsg(int, int) */

undefined4 CGameClient::ProcessSignonStateMsg(int param_1,int param_2)

{
  char cVar1;
  undefined4 uVar2;
  
  if (param_2 == 2) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x40))(param_1);
    if (cVar1 == '\0') {
      return 0;
    }
    (**(code **)(**(int **)(param_1 + 0xe8) + 0x84))(*(int **)(param_1 + 0xe8),0x43960000,0);
    (**(code **)(**(int **)(param_1 + 0xe8) + 0xf8))(*(int **)(param_1 + 0xe8),0);
    (**(code **)(**(int **)(param_1 + 0xe8) + 0x104))(*(int **)(param_1 + 0xe8),1,0x37aa0,0);
  }
  else if (param_2 == 3) {
    if (DAT_003b8064 < 2) {
      SV_InstallClientStringTableMirrors();
    }
  }
  else if (param_2 == 6) {
    if (DAT_003b8128 != '\0') {
      CGameServer::FinishRestore();
    }
    (**(code **)(**(int **)(param_1 + 0xe8) + 0x84))
              (*(int **)(param_1 + 0xe8),*(undefined4 *)(sv_timeout._28_4_ + 0x2c),0);
    (**(code **)(**(int **)(param_1 + 0xe8) + 0xf8))(*(int **)(param_1 + 0xe8),1);
  }
  uVar2 = CBaseClient::ProcessSignonStateMsg(param_1,param_2);
  return uVar2;
}

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)