GCSDK::CGCGSSession::AddUser
0x000868b0 · 84 bytes · __thiscall
_ZN5GCSDK12CGCGSSession7AddUserEPNS_14CGCUserSessionE
Decompiled
undefined (2 params)
/* GCSDK::CGCGSSession::AddUser(GCSDK::CGCUserSession*) */
void __thiscall GCSDK::CGCGSSession::AddUser(CGCGSSession *this,CGCUserSession *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x18);
if (0 < iVar1) {
if ((CGCUserSession *)**(int **)(this + 0xc) == param_1) {
return;
}
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar1) goto LAB_000868dc;
} while ((CGCUserSession *)(*(int **)(this + 0xc))[iVar2] != param_1);
if (-1 < iVar2) {
return;
}
}
LAB_000868dc:
CUtlVector<GCSDK::CGCUserSession*,CUtlMemory<GCSDK::CGCUserSession*,int>>::InsertBefore
((CUtlVector<GCSDK::CGCUserSession*,CUtlMemory<GCSDK::CGCUserSession*,int>> *)
(this + 0xc),iVar1,¶m_1);
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.