L L4D2node

CGameServer::CreateNewClient

0x001fb590 · 123 bytes · __thiscall

_ZN11CGameServer15CreateNewClientEi

Decompiled

undefined (2 params)

/* CGameServer::CreateNewClient(int) */

CGameClient * __thiscall CGameServer::CreateNewClient(CGameServer *this,int param_1)

{
  CGameClient *this_00;
  int *piVar1;
  int iVar2;
  char *local_10;
  
  this_00 = operator_new(0x21af4);
                    /* try { // try from 001fb5b7 to 001fb5bb has its CatchHandler @ 001fb60b */
  CGameClient::CGameClient(this_00,param_1,(CBaseServer *)this);
  local_10 = (char *)0x0;
  if (this_00 != (CGameClient *)0x0) {
    piVar1 = (int *)CommandLine_Tier0();
    iVar2 = (**(code **)(*piVar1 + 0xc))(piVar1,"-netspike",&local_10);
    if ((iVar2 != 0) && (local_10 != (char *)0x0)) {
      iVar2 = V_atoi(local_10);
      CBaseClient::SetTraceThreshold((CBaseClient *)this_00,iVar2);
    }
  }
  return this_00;
}

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)