L L4D2node

Host_AbortServer

0x00175c90 · 93 bytes · unknown

_Z16Host_AbortServerv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Host_AbortServer() */

void Host_AbortServer(void)

{
  char cVar1;
  
  g_HostServerAbortCount = g_HostServerAbortCount + 1;
  cVar1 = ThreadInMainThread();
  if (cVar1 != '\0') {
    DevMsg("Host_AbortServer: aborting on main thread\n");
                    /* WARNING: Subroutine does not return */
    longjmp((__jmp_buf_tag *)host_abortserver,1);
  }
  DevMsg("Host_AbortServer: aborting async server\n");
  g_bAsyncServerHadError = 1;
                    /* WARNING: Subroutine does not return */
  longjmp((__jmp_buf_tag *)host_abortserver_queued,1);
}

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)