L L4D2node

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,&param_1);
  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)