L L4D2node

Host_EndGame

0x00175cf0 · 159 bytes · __cdecl

_Z12Host_EndGamebPKcz

Decompiled

undefined (2 params)

/* Host_EndGame(bool, char const*, ...) */

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

{
  int in_GS_OFFSET;
  char local_410 [1024];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_410,0x400,param_2,&stack0x0000000c);
  ConMsg("Host_EndGame: %s\n",local_410);
  Host_Disconnect(param_1);
  if (DAT_003b8088 == '\0') {
    if (g_bAbortServerSet != '\0') {
                    /* WARNING: Subroutine does not return */
      Host_AbortServer();
    }
  }
  else {
    Sys_Error("Host_EndGame: %s\n",local_410);
  }
  if (local_10 == *(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)