CServer::Join
0x0005a2f0 · 146 bytes · __thiscall
_ZN7CServer4JoinEv
Decompiled
undefined (1 param)
/* CServer::Join() */
void __thiscall CServer::Join(CServer *this)
{
int *piVar1;
code *pcVar2;
char *pcVar3;
int in_GS_OFFSET;
CFmtStrN<256> local_11c [5];
undefined1 local_117 [263];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
pcVar3 = (char *)KeyValues::GetString
(*(KeyValues **)(this + 0x10),"Server/connectstring",(char *)0x0);
if ((pcVar3 != (char *)0x0) && (*pcVar3 != '\0')) {
piVar1 = *(int **)(g_pMatchExtensions + 0x5c);
pcVar2 = *(code **)(*piVar1 + 0x1a8);
CFmtStrN<256>::CFmtStrN(local_11c,"connect %s\n",pcVar3);
(*pcVar2)(piVar1,local_117);
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.