L L4D2node

CVoiceGameMgr::ClientConnected

0x005844c0 · 86 bytes · __thiscall

_ZN13CVoiceGameMgr15ClientConnectedEP7edict_t

Decompiled

undefined (2 params)

/* CVoiceGameMgr::ClientConnected(edict_t*) */

void __thiscall CVoiceGameMgr::ClientConnected(CVoiceGameMgr *this,edict_t *param_1)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 == (edict_t *)0x0) {
    uVar1 = 0x80000000;
    iVar3 = -4;
    iVar2 = -1;
  }
  else {
    iVar2 = ((int)param_1 - *(int *)(gpGlobals + 0x58) >> 4) + -1;
    uVar1 = 1 << ((byte)iVar2 & 0x1f);
    iVar3 = (iVar2 >> 5) << 2;
  }
  (&g_SentGameRulesMasks)[iVar2] = 0;
  *(uint *)((int)&g_bWantModEnable + iVar3) = *(uint *)((int)&g_bWantModEnable + iVar3) | uVar1;
  (&g_SentBanMasks)[iVar2] = 0;
  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)