CTeamplayRules::ClientSettingsChanged
0x004d0f90 · 301 bytes · __thiscall
_ZN14CTeamplayRules21ClientSettingsChangedEP11CBasePlayer
Decompiled
undefined (2 params)
/* CTeamplayRules::ClientSettingsChanged(CBasePlayer*) */
void __thiscall CTeamplayRules::ClientSettingsChanged(CTeamplayRules *this,CBasePlayer *param_1)
{
code *pcVar1;
int iVar2;
char *pcVar3;
char *pcVar4;
int *piVar5;
undefined4 uVar6;
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) {
piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
(gameeventmanager,"player_changename",0,0);
if (piVar5 != (int *)0x0) {
pcVar1 = *(code **)(*piVar5 + 0x30);
uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
(*pcVar1)(piVar5,"userid",uVar6);
(**(code **)(*piVar5 + 0x3c))(piVar5,"oldname",pcVar4);
(**(code **)(*piVar5 + 0x3c))(piVar5,"newname",pcVar3);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
}
CBasePlayer::SetPlayerName(param_1,pcVar3);
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.