L L4D2node

CServerPlugin::ClientSettingsChanged

0x002083f0 · 126 bytes · __thiscall

_ZN13CServerPlugin21ClientSettingsChangedEP7edict_t

Decompiled

undefined (2 params)

/* CServerPlugin::ClientSettingsChanged(edict_t*) */

void __thiscall CServerPlugin::ClientSettingsChanged(CServerPlugin *this,edict_t *param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar1 = *(int *)(*(int *)(this + 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 + 0x34))(piVar2,param_1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x10));
  }
                    /* WARNING: Could not recover jumptable at 0x00208454. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*serverGameClients + 0x1c))();
  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)