L L4D2node

CGameClient::CheckConnect

0x001eb100 · 205 bytes · __thiscall

_ZN11CGameClient12CheckConnectEv

Decompiled

undefined (1 param)

/* CGameClient::CheckConnect() */

undefined4 __thiscall CGameClient::CheckConnect(CGameClient *this)

{
  code *pcVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_a0,"Connection rejected by game\n",0x80);
  pcVar1 = *(code **)(*(int *)g_pServerPluginHandler + 0x30);
  uVar2 = (**(code **)(**(int **)(this + 0xe8) + 4))(*(int **)(this + 0xe8));
  uVar2 = (*pcVar1)(g_pServerPluginHandler,*(undefined4 *)(this + 0x1d750),this + 0x3c,uVar2,
                    local_a0,0x80);
  if ((char)uVar2 == '\0') {
    (**(code **)(*(int *)this + 0x3c))(this,local_a0,this + 0x3c);
  }
  else {
    uVar2 = CBaseClient::CheckConnect();
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar2;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(this);
}

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)