CBaseClient::Inactivate
0x000fb820 · 537 bytes · __thiscall
_ZN11CBaseClient10InactivateEv
Decompiled
undefined (1 param)
/* CBaseClient::Inactivate() */
void __thiscall CBaseClient::Inactivate(CBaseClient *this)
{
int *piVar1;
char cVar2;
undefined **local_8c;
undefined1 local_88;
undefined4 local_84;
undefined4 local_80;
undefined4 local_7c;
undefined8 local_78;
undefined4 local_70;
undefined4 local_6c;
undefined8 local_68;
undefined4 local_60;
undefined4 local_5c;
undefined1 local_58;
undefined8 local_54;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
(**(code **)(*(int *)this + 0x100))(this);
*(undefined4 *)(this + 0xf0) = 0xffffffff;
*(undefined4 *)(this + 0xf8) = 0;
*(undefined4 *)(this + 0xf4) = 0;
if (*(CFrameSnapshot **)(this + 0xfc) != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0xfc));
*(undefined4 *)(this + 0xfc) = 0;
}
*(undefined4 *)(this + 0x210) = 0xffffffff;
SetSignonState(this,7);
piVar1 = *(int **)(this + 0xe8);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x94))(piVar1);
cVar2 = NET_IsMultiplayer();
if (cVar2 != '\0') {
cVar2 = (**(code **)(*(int *)this + 0x94))(this);
if (cVar2 == '\0') {
local_3c = (**(code **)(**(int **)(this + 0xb8) + 0x40))(*(int **)(this + 0xb8));
local_40 = *(undefined4 *)(this + 0xec);
local_80 = 0;
local_7c = 0;
local_78 = 0;
local_70 = 0;
local_6c = 0;
local_68 = 0;
local_60 = 0;
local_5c = 0;
local_58 = 0;
local_54 = 0;
local_4c = 0;
local_48 = 0;
local_88 = 1;
local_84 = 0;
local_8c = &PTR__NET_SignonState_002a1888;
local_34 = 0;
local_30 = 0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
local_38 = 0;
/* try { // try from 000fb9ba to 000fb9f3 has its CatchHandler @ 000fba43 */
FillSignOnFullServerInfo(this,(NET_SignonState *)&local_8c);
(**(code **)(*(int *)this + 100))(this,(NET_SignonState *)&local_8c,0,0);
(**(code **)(**(int **)(this + 0xe8) + 0xc4))(*(int **)(this + 0xe8),0);
local_14 = 0;
local_8c = &PTR__NET_SignonState_002a1888;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_20);
local_10 = local_20;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_20);
local_28 = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_34);
local_24 = local_34;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_34);
}
}
}
(**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
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.