L L4D2node

CDownloadListGenerator::Disconnect

0x0013ffe0 · 94 bytes · __thiscall

_ZN22CDownloadListGenerator10DisconnectEb

Decompiled

undefined (2 params)

/* CDownloadListGenerator::Disconnect(bool) */

void __thiscall CDownloadListGenerator::Disconnect(CDownloadListGenerator *this,bool param_1)

{
  if (param_1) {
    *(undefined4 *)(this + 0x18c) = 0;
    CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
              ((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x180));
    *(undefined4 *)(this + 400) = *(undefined4 *)(this + 0x180);
    FileSystem_ManageAddonsForActiveSession(false,(char *)0x0,(char *)0x0,false);
  }
  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)