L L4D2node

CServerGameClients::ClientConnect

0x006c44c0 · 22 bytes · __cdecl

_ZN18CServerGameClients13ClientConnectEP7edict_tPKcS3_Pci

Decompiled

undefined (5 params)

/* CServerGameClients::ClientConnect(edict_t*, char const*, char const*, char*, int) */

void CServerGameClients::ClientConnect
               (edict_t *param_1,char *param_2,char *param_3,char *param_4,int param_5)

{
                    /* WARNING: Could not recover jumptable at 0x006c44d4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*g_pGameRules + 0xe0))();
  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)