L L4D2node

CBaseClientState::Disconnect

0x000fe0d0 · 309 bytes · __cdecl

_ZN16CBaseClientState10DisconnectEb

Decompiled

undefined (1 param)

/* CBaseClientState::Disconnect(bool) */

void CBaseClientState::Disconnect(bool param_1)

{
  int iVar1;
  int *piVar2;
  undefined4 *puVar3;
  char *pcVar4;
  int in_GS_OFFSET;
  undefined3 in_stack_00000005;
  undefined4 local_1c;
  undefined4 local_18;
  undefined2 local_14;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = _param_1[0x18];
  *(undefined1 *)(_param_1 + 99) = 0;
  *(undefined1 *)((int)_param_1 + 0x189) = 0;
  *(undefined1 *)((int)_param_1 + 0x18a) = 0;
  *(undefined1 *)(_param_1 + 0x62) = 0;
  _param_1[7] = -0x20000000;
  _param_1[8] = -0x38100001;
  _param_1[9] = 0;
  if (iVar1 != 0) {
    (**(code **)(*_param_1 + 0x90))(_param_1,0,0xffffffff,0);
    netadr_s::SetIP((netadr_s *)&local_1c,0);
    netadr_s::SetPort((netadr_s *)&local_1c,0);
    netadr_s::SetType((netadr_s *)&local_1c,3);
    piVar2 = (int *)_param_1[4];
    if (piVar2 == (int *)0x0) {
      if (_param_1[0xe] < 1) goto LAB_000fe11d;
      pcVar4 = CUtlString::operator_cast_to_char_((CUtlString *)(_param_1[0xb] + 0x10));
      NET_StringToAdr(pcVar4,(netadr_s *)&local_1c);
    }
    else {
      puVar3 = (undefined4 *)(**(code **)(*piVar2 + 200))(piVar2);
      local_1c = *puVar3;
      local_18 = puVar3[1];
      local_14 = *(undefined2 *)(puVar3 + 2);
    }
    piVar2 = (int *)_param_1[4];
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x98))(piVar2,"Disconnect by user.");
      _param_1[4] = 0;
    }
  }
LAB_000fe11d:
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)