L L4D2node

CGameClient::ConnectionCrashed

0x001e8da0 · 73 bytes · __cdecl

_ZN11CGameClient17ConnectionCrashedEPKc

Decompiled

undefined (1 param)

/* CGameClient::ConnectionCrashed(char const*) */

void CGameClient::ConnectionCrashed(char *param_1)

{
  char cVar1;
  
  if ((param_1[0x3c] != '\0') &&
     (cVar1 = (**(code **)(*(int *)param_1 + 0x6c))(param_1), cVar1 != '\0')) {
    SV_RedirectEnd();
                    /* WARNING: Could not recover jumptable at 0x001e8dec. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)param_1 + 0x3c))();
    return;
  }
  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)