L L4D2node

CBaseClient::Disconnect

0x000f7940 · 541 bytes · __thiscall

_ZN11CBaseClient10DisconnectEPKcz

Decompiled

undefined (2 params)

/* CBaseClient::Disconnect(char const*, ...) */

void __thiscall CBaseClient::Disconnect(CBaseClient *this,char *param_1,...)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  CBaseClient *pCVar4;
  int iVar5;
  undefined ***pppuVar6;
  CSteam3Server *this_00;
  int in_GS_OFFSET;
  undefined1 uStack_471;
  undefined **local_470;
  undefined1 local_46c;
  undefined4 local_468;
  undefined4 local_464;
  undefined4 local_460;
  undefined8 local_45c;
  undefined4 local_454;
  undefined4 local_450;
  undefined8 local_44c;
  undefined4 local_444;
  undefined4 local_440;
  undefined1 local_43c;
  undefined8 local_438;
  undefined4 local_430;
  undefined4 local_42c;
  undefined4 local_424;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((((*(int *)(this + 0xec) != 0) && (iVar5 = *(int *)(this + 0x30), -1 < iVar5)) &&
      (iVar3 = (**(code **)(**(int **)(this + 0xb8) + 0x20))(*(int **)(this + 0xb8)), iVar5 < iVar3)
      ) && (pCVar4 = (CBaseClient *)
                     (**(code **)(**(int **)(this + 0xb8) + 0x1c))
                               (*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30)),
           pCVar4 == this + 4)) {
    cVar2 = (**(code **)(*(int *)this + 0x94))(this);
    if ((cVar2 == '\0') || (this[0x11] != (CBaseClient)0x0)) {
      cVar2 = (**(code **)(*(int *)this + 0x94))(this);
      iVar5 = DAT_003a1734;
      if (cVar2 == '\0') {
        for (; 1 < iVar5; iVar5 = iVar5 + -1) {
          piVar1 = *(int **)(this + iVar5 * 4 + 0x14);
          if (piVar1 != (int *)0x0) {
            (**(code **)(*piVar1 + 0x114))(piVar1,"leaving splitscreen");
            *(undefined4 *)(this + iVar5 * 4 + 0x14) = 0;
          }
        }
      }
      V_strncpy((char *)&local_470,param_1,0x400);
      iVar5 = _V_strlen((char *)&local_470);
      if ((0 < iVar5) && ((&uStack_471)[iVar5] == '\n')) {
        pppuVar6 = (undefined ***)((int)&local_470 + iVar5 + -1);
        do {
          *(char *)pppuVar6 = '\0';
          if (pppuVar6 == &local_470) break;
          pppuVar6 = (undefined ***)((int)pppuVar6 + -1);
        } while (*(char *)pppuVar6 == '\n');
      }
      (**(code **)(*(int *)this + 0x114))(this,&local_470);
      NotifyDedicatedServerUI("UpdatePlayers");
      this_00 = (CSteam3Server *)Steam3Server();
      CSteam3Server::SendUpdatedServerDetails(this_00);
    }
    else {
      local_424 = va("ss_disconnect %d\n",*(undefined4 *)(this + 0x14));
      local_464 = 0;
      local_460 = 0;
      local_45c = 0;
      local_454 = 0;
      local_450 = 0;
      local_44c = 0;
      local_444 = 0;
      local_440 = 0;
      local_43c = 0;
      local_438 = 0;
      local_430 = 0;
      local_42c = 0;
      local_46c = 1;
      local_468 = 0;
      local_470 = &PTR__NET_StringCmd_002a17c8;
      (**(code **)(*(int *)this + 100))(this,&local_470,1,0);
    }
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)