CBaseClient::PerformDisconnection
0x000f97a0 · 340 bytes · __thiscall
_ZN11CBaseClient20PerformDisconnectionEPKc
Decompiled
undefined (2 params)
/* CBaseClient::PerformDisconnection(char const*) */
void __thiscall CBaseClient::PerformDisconnection(CBaseClient *this,char *param_1)
{
char cVar1;
CSteam3Server *this_00;
int iVar2;
CBaseClient *pCVar3;
undefined4 uVar4;
int iVar5;
int *piVar6;
this_00 = (CSteam3Server *)Steam3Server();
CSteam3Server::NotifyClientDisconnect(this_00,this);
SetSignonState(this,0);
iVar5 = *(int *)(this + 0x30);
if (((-1 < iVar5) &&
(iVar2 = (**(code **)(**(int **)(this + 0xb8) + 0x20))(*(int **)(this + 0xb8)), iVar5 < iVar2)
) && (pCVar3 = (CBaseClient *)
(**(code **)(**(int **)(this + 0xb8) + 0x1c))
(*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30)),
pCVar3 == this + 4)) {
(**(code **)(**(int **)(this + 0xb8) + 0xc0))
(*(int **)(this + 0xb8),*(undefined4 *)(this + 0x30));
if (((1 < *(int *)(developer._28_4_ + 0x30)) ||
(cVar1 = (**(code **)(*(int *)this + 0x78))(this), cVar1 == '\0')) ||
(cVar1 = (**(code **)(*(int *)this + 0x94))(this), cVar1 != '\0')) {
uVar4 = (**(code **)(*(int *)this + 0x1c))(this);
ConMsg("Dropped %s from server (%s)\n",uVar4,param_1);
}
(**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
piVar6 = *(int **)(this + 0x28);
if ((piVar6 != (int *)0x0) && (iVar5 = (**(code **)(*piVar6 + 0x20))(piVar6), iVar5 != 0)) {
piVar6 = (int *)(**(code **)(**(int **)(this + 0x28) + 0x20))(*(int **)(this + 0x28));
(**(code **)(*piVar6 + 0x128))(piVar6,*(undefined4 *)(this + 0x14));
*(undefined4 *)(this + 0x28) = 0;
}
piVar6 = *(int **)(this + 0xe8);
if (piVar6 != (int *)0x0) {
(**(code **)(*piVar6 + 0x98))(piVar6,param_1);
*(undefined4 *)(this + 0xe8) = 0;
}
/* WARNING: Could not recover jumptable at 0x000f98d1. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x54))();
return;
}
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.