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 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.