L L4D2node

killserver

0x0017dfd0 · 74 bytes · __cdecl

_ZL10killserverRK8CCommand

Decompiled

undefined (1 param)

/* killserver(CCommand const&) */

void killserver(CCommand *param_1)

{
  bool bVar1;
  int *piVar2;
  
  Host_Disconnect(true);
  if (DAT_003b8088 != '\0') {
    return;
  }
  NET_SetMutiplayer(false);
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x20))(g_pMatchFramework);
  bVar1 = (bool)(**(code **)(*piVar2 + 8))(piVar2);
  NET_SetMutiplayer(bVar1);
  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)