L L4D2node

Host_Disconnect

0x0017df50 · 114 bytes · __cdecl

_Z15Host_Disconnectb

Decompiled

undefined (1 param)

/* Host_Disconnect(bool) */

void Host_Disconnect(bool param_1)

{
  char cVar1;
  CDownloadListGenerator *this;
  
  cVar1 = ThreadInMainThread();
  if (cVar1 != '\0') {
    Host_FinishAsyncServer();
    Host_AllowQueuedMaterialSystem(false);
    this = (CDownloadListGenerator *)DownloadListGenerator();
    CDownloadListGenerator::Disconnect(this,param_1);
    HostState_GameShutdown();
    return;
  }
  cVar1 = Plat_IsInDebugSession(0);
  if (cVar1 == '\0') {
                    /* WARNING: Subroutine does not return */
    Host_AbortServer();
  }
  raise(5);
                    /* WARNING: Subroutine does not return */
  Host_AbortServer();
}

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)