L L4D2node

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 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)