L L4D2node

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 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)