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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.