L L4D2node

CGameRules::ClientSettingsChanged

0x0045ef70 · 603 bytes · __thiscall

_ZN10CGameRules21ClientSettingsChangedEP11CBasePlayer

Decompiled

undefined (2 params)

/* CGameRules::ClientSettingsChanged(CBasePlayer*) */

void __thiscall CGameRules::ClientSettingsChanged(CGameRules *this,CBasePlayer *param_1)

{
  code *pcVar1;
  int iVar2;
  char *pcVar3;
  char *pcVar4;
  long lVar5;
  int iVar6;
  int *piVar7;
  undefined4 uVar8;
  int in_GS_OFFSET;
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  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') {
    iVar2 = _V_strcmp(pcVar4,pcVar3);
    if (iVar2 != 0) {
      V_snprintf(local_120,0x100,"%s changed name to %s\n",pcVar4,pcVar3);
      UTIL_ClientPrintAll(3,local_120,(char *)0x0,(char *)0x0,(char *)0x0,(char *)0x0);
      piVar7 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"player_changename",0,0);
      if (piVar7 != (int *)0x0) {
        pcVar1 = *(code **)(*piVar7 + 0x30);
        uVar8 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
        (*pcVar1)(piVar7,"userid",uVar8);
        (**(code **)(*piVar7 + 0x3c))(piVar7,"oldname",pcVar4);
        (**(code **)(*piVar7 + 0x3c))(piVar7,"newname",pcVar3);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar7,0);
      }
      CBasePlayer::SetPlayerName(param_1,pcVar3);
    }
  }
  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,"fov_desired");
  if (pcVar3 != (char *)0x0) {
    lVar5 = strtol(pcVar3,(char **)0x0,10);
    iVar2 = 0x4b;
    if (0x4a < lVar5) {
      iVar2 = lVar5;
    }
    iVar6 = 0x5a;
    if (iVar2 < 0x5b) {
      iVar6 = iVar2;
    }
    CBasePlayer::SetDefaultFOV(param_1,iVar6);
  }
  if (local_20 == *(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)