CServerGameClients::ClientPutInServer
0x006c5450 · 265 bytes · __thiscall
_ZN18CServerGameClients17ClientPutInServerEP7edict_tPKc
Decompiled
undefined (3 params)
/* CServerGameClients::ClientPutInServer(edict_t*, char const*) */
void __thiscall
CServerGameClients::ClientPutInServer(CServerGameClients *this,edict_t *param_1,char *param_2)
{
int *piVar1;
char cVar2;
bool bVar3;
CBasePlayer *this_00;
int iVar4;
CBasePlayer *pCVar5;
if (g_pClientPutInServerOverride == (code *)0x0) {
::ClientPutInServer(param_1,param_2);
}
else {
(*g_pClientPutInServerOverride)();
}
if ((param_1 == (edict_t *)0x0) || (piVar1 = *(int **)(param_1 + 0xc), piVar1 == (int *)0x0)) {
return;
}
this_00 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1);
if (this_00 == (CBasePlayer *)0x0) {
return;
}
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 == '\0') {
return;
}
if (*(int *)(this_00 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
bVar3 = (bool)(**(code **)(*engine + 0x1c8))(engine,iVar4);
if (bVar3 != false) {
if (*(int *)(this_00 + 0x30) == 0) {
iVar4 = 0;
}
else {
iVar4 = *(int *)(this_00 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
iVar4 = (**(code **)(*engine + 0x1cc))(engine,iVar4);
if ((iVar4 != 0) && (piVar1 = *(int **)(iVar4 + 0xc), piVar1 != (int *)0x0)) {
pCVar5 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1);
goto LAB_006c551e;
}
}
pCVar5 = (CBasePlayer *)0x0;
LAB_006c551e:
CBasePlayer::SetSplitScreenPlayer(this_00,bVar3,pCVar5);
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.