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 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.