CBaseServer::InactivateClients
0x00108930 · 156 bytes · __thiscall
_ZN11CBaseServer17InactivateClientsEv
Decompiled
undefined (1 param)
/* CBaseServer::InactivateClients() */
void __thiscall CBaseServer::InactivateClients(CBaseServer *this)
{
CBaseClient *pCVar1;
char cVar2;
CSteam3Server *this_00;
int iVar3;
iVar3 = 0;
if (0 < *(int *)(this + 0x120)) {
do {
while( true ) {
pCVar1 = *(CBaseClient **)(*(int *)(this + 0x114) + iVar3 * 4);
cVar2 = (**(code **)(*(int *)pCVar1 + 0x78))(pCVar1);
if (((cVar2 != '\0') &&
(cVar2 = (**(code **)(*(int *)pCVar1 + 0x94))(pCVar1), cVar2 == '\0')) &&
(cVar2 = (**(code **)(*(int *)pCVar1 + 0x7c))(pCVar1), cVar2 == '\0')) break;
cVar2 = (**(code **)(*(int *)pCVar1 + 0x6c))(pCVar1);
if (cVar2 != '\0') {
(**(code **)(*(int *)pCVar1 + 0x34))(pCVar1);
}
iVar3 = iVar3 + 1;
if (*(int *)(this + 0x120) <= iVar3) {
return;
}
}
this_00 = (CSteam3Server *)Steam3Server();
iVar3 = iVar3 + 1;
CSteam3Server::NotifyClientDisconnect(this_00,pCVar1);
(**(code **)(*(int *)pCVar1 + 0x54))(pCVar1);
} while (iVar3 < *(int *)(this + 0x120));
}
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.