L L4D2node

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 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)