CServerGameClients::ClientActive
0x006cb440 · 196 bytes · __thiscall
_ZN18CServerGameClients12ClientActiveEP7edict_tb
Decompiled
undefined (3 params)
/* CServerGameClients::ClientActive(edict_t*, bool) */
void __thiscall
CServerGameClients::ClientActive(CServerGameClients *this,edict_t *param_1,bool param_2)
{
int *piVar1;
CBaseEntity *pCVar2;
CBasePlayer *pCVar3;
int *piVar4;
piVar1 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
/* try { // try from 006cb467 to 006cb4e3 has its CatchHandler @ 006cb50a */
::ClientActive(param_1,param_2);
EndRestoreEntities();
if (*(int *)(gpGlobals + 0x48) != 1) {
for (pCVar2 = (CBaseEntity *)
CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
pCVar2 != (CBaseEntity *)0x0;
pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2)) {
(**(code **)(*(int *)pCVar2 + 0x7c))(pCVar2);
}
}
if (((param_1 == (edict_t *)0x0) &&
((param_1 = *(edict_t **)(gpGlobals + 0x58), param_1 == (edict_t *)0x0 ||
(((byte)*param_1 & 2) != 0)))) || (piVar4 = *(int **)(param_1 + 0xc), piVar4 == (int *)0x0))
{
pCVar3 = (CBasePlayer *)0x0;
}
else {
pCVar3 = (CBasePlayer *)(**(code **)(*piVar4 + 0x18))(piVar4);
}
piVar4 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*piVar4 + 0x4c))(piVar4,pCVar3);
SceneManager_ClientActive(pCVar3);
/* WARNING: Could not recover jumptable at 0x006cb4f3. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x6c))();
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.