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 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.