CServerPlugin::ClientActive
0x002081b0 · 133 bytes · __cdecl
_ZN13CServerPlugin12ClientActiveEP7edict_tb
Decompiled
undefined (2 params)
/* CServerPlugin::ClientActive(edict_t*, bool) */
void CServerPlugin::ClientActive(edict_t *param_1,bool param_2)
{
int iVar1;
int *piVar2;
int iVar3;
undefined3 in_stack_00000009;
iVar3 = 0;
if (0 < *(int *)(param_1 + 0x10)) {
do {
iVar1 = *(int *)(*(int *)(param_1 + 4) + iVar3 * 4);
if (*(char *)(iVar1 + 0x100) == '\0') {
piVar2 = *(int **)(iVar1 + 0x104);
if (piVar2 == (int *)0x0) {
Warning("Unable to get callback interface for \"%s\"\n",iVar1);
}
(**(code **)(*piVar2 + 0x24))(piVar2,_param_2);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(param_1 + 0x10));
}
/* WARNING: Could not recover jumptable at 0x0020821b. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*serverGameClients + 8))();
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.