L L4D2node

COM_ExplainDisconnection

0x00125f10 · 262 bytes · __cdecl

_Z24COM_ExplainDisconnectionbPcz

Decompiled

undefined (2 params)

/* COM_ExplainDisconnection(bool, char*, ...) */

void COM_ExplainDisconnection(bool param_1,char *param_2,...)

{
  code *pcVar1;
  char *pcVar2;
  int *piVar3;
  KeyValues *this;
  int in_GS_OFFSET;
  char *pcVar4;
  char local_420 [1024];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_420,0x400,param_2,&stack0x0000000c);
  V_strncpy(gszDisconnectReason,local_420,0x100);
  gfExtendedError = 1;
  if (param_1) {
    ConMsg("%s\n",gszDisconnectReason);
  }
  pcVar4 = "Disconnect: ";
  pcVar2 = (char *)StringAfterPrefix(local_420,"Disconnect: ");
  if (pcVar2 == (char *)0x0) {
    pcVar2 = local_420;
  }
  piVar3 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  pcVar1 = *(code **)(*piVar3 + 8);
  this = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar4);
                    /* try { // try from 00125fd3 to 00125fd7 has its CatchHandler @ 0012601e */
  KeyValues::KeyValues(this,"OnEngineDisconnectReason","reason",pcVar2);
  (*pcVar1)(piVar3,this);
  if (local_20 == *(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)