L L4D2node

CGameClient::Inactivate

0x001ea980 · 160 bytes · __thiscall

_ZN11CGameClient10InactivateEv

Decompiled

undefined (1 param)

/* CGameClient::Inactivate() */

void __thiscall CGameClient::Inactivate(CGameClient *this)

{
  char cVar1;
  
  if ((*(byte **)(this + 0x1d750) != (byte *)0x0) && ((**(byte **)(this + 0x1d750) & 2) == 0)) {
    (**(code **)(**(int **)(this + 0xb8) + 0xb4))(*(int **)(this + 0xb8),this);
  }
  cVar1 = (**(code **)(*(int *)this + 0x7c))(this);
  if ((cVar1 != '\0') && (hltv != (CHLTVServer *)0x0)) {
    CHLTVServer::Changelevel(hltv);
  }
  CBaseClient::Inactivate((CBaseClient *)this);
  *(undefined4 *)(this + 0x1d760) = 0;
  CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
  *(undefined4 *)(this + 0x1d740) = 0;
  *(undefined4 *)(this + 0x1d744) = 0;
  *(undefined4 *)(this + 0x1d764) = *(undefined4 *)(this + 0x1d754);
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1d704),-1);
  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)