CCSGameRules::ClientSettingsChanged
0x004344d0 · 420 bytes · __thiscall
_ZN12CCSGameRules21ClientSettingsChangedEP11CBasePlayer
Decompiled
undefined (2 params)
/* CCSGameRules::ClientSettingsChanged(CBasePlayer*) */
void __thiscall CCSGameRules::ClientSettingsChanged(CCSGameRules *this,CBasePlayer *param_1)
{
char cVar1;
int iVar2;
char *pcVar3;
char *pcVar4;
long lVar5;
if (*(int *)(param_1 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pcVar3 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar2,"name");
pcVar4 = (char *)(**(code **)(*(int *)param_1 + 0xb8))(param_1);
if (((*pcVar4 != '\0') || (CBasePlayer::SetPlayerName(param_1,pcVar3), *pcVar4 != '\0')) &&
(iVar2 = V_strncmp(pcVar4,pcVar3,0x1f), iVar2 != 0)) {
cVar1 = (**(code **)(*(int *)param_1 + 0x894))(param_1);
if (cVar1 == '\0') {
(**(code **)(*engine + 0x9c))(engine,*(undefined4 *)(param_1 + 0x30),"name \"%s\"",pcVar4);
ClientPrint(param_1,3,"#Name_change_limit_exceeded",(char *)0x0,(char *)0x0,(char *)0x0,
(char *)0x0);
}
else {
(**(code **)(*(int *)param_1 + 0x898))(param_1,pcVar3);
}
}
param_1[0x2394] = (CBasePlayer)0x1;
cVar1 = (**(code **)(*(int *)param_1 + 0x170))(param_1);
if (cVar1 != '\0') {
if (*(int *)(param_1 + 0x30) == 0) {
iVar2 = 0;
}
else {
iVar2 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
pcVar3 = (char *)(**(code **)(*engine + 0xe0))(engine,iVar2,"cl_autohelp");
if ((pcVar3 != (char *)0x0) && (lVar5 = strtol(pcVar3,(char **)0x0,10), lVar5 < 1)) {
param_1[0x2394] = (CBasePlayer)0x0;
return;
}
}
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.