L L4D2node

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 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)