CGameClient::ActivatePlayer
0x001eb1f0 · 369 bytes · __thiscall
_ZN11CGameClient14ActivatePlayerEv
Decompiled
undefined (1 param)
/* CGameClient::ActivatePlayer() */
void __thiscall CGameClient::ActivatePlayer(CGameClient *this)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
longdouble lVar4;
CBaseClient::ActivatePlayer((CBaseClient *)this);
COM_TimestampedLog("CGameClient::ActivatePlayer -start");
if (DAT_003b8128 == '\0') {
lVar4 = (longdouble)CBaseServer::GetTime((CBaseServer *)&sv);
g_ServerGlobalVariables._12_4_ = (undefined4)lVar4;
COM_TimestampedLog("g_pServerPluginHandler->ClientPutInServer");
(**(code **)(*(int *)g_pServerPluginHandler + 0x24))
(g_pServerPluginHandler,*(undefined4 *)(this + 0x1d750),this + 0x3c);
}
COM_TimestampedLog("g_pServerPluginHandler->ClientActive");
(**(code **)(*(int *)g_pServerPluginHandler + 0x1c))
(g_pServerPluginHandler,*(undefined4 *)(this + 0x1d750),DAT_003b8128);
COM_TimestampedLog("g_pServerPluginHandler->ClientSettingsChanged");
(**(code **)(*(int *)g_pServerPluginHandler + 0x2c))
(g_pServerPluginHandler,*(undefined4 *)(this + 0x1d750));
COM_TimestampedLog("GetTestScriptMgr()->CheckPoint");
CTestScriptMgr::CheckPoint((CTestScriptMgr *)g_TestScriptMgr,"client_connected");
piVar2 = (int *)(**(code **)(s_GameEventManager + 0x1c))
(&s_GameEventManager,"player_activate",0,0);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*(int *)this + 0x14))(this);
(*pcVar1)(piVar2,"userid",uVar3);
(**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar2,0);
}
COM_TimestampedLog("CGameClient::ActivatePlayer -end");
*(undefined4 *)(this + 0x21ae4) = realtime;
return;
}
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.