CGameClient::PerformDisconnection
0x001eadb0 · 306 bytes · __thiscall
_ZN11CGameClient20PerformDisconnectionEPKc
Decompiled
undefined (2 params)
/* CGameClient::PerformDisconnection(char const*) */
void __thiscall CGameClient::PerformDisconnection(CGameClient *this,char *param_1)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
undefined8 uVar4;
piVar2 = (int *)(**(code **)(s_GameEventManager + 0x1c))
(&s_GameEventManager,"player_disconnect",0,0);
if (piVar2 != (int *)0x0) {
pcVar1 = *(code **)(*piVar2 + 0x30);
uVar3 = (**(code **)(*(int *)this + 0x14))(this);
(*pcVar1)(piVar2,"userid",uVar3);
(**(code **)(*piVar2 + 0x3c))(piVar2,"reason",param_1);
pcVar1 = *(code **)(*piVar2 + 0x3c);
uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
(*pcVar1)(piVar2,"name",uVar3);
pcVar1 = *(code **)(*piVar2 + 0x34);
uVar4 = CBaseClient::GetClientXuid((CBaseClient *)this);
(*pcVar1)(piVar2,&DAT_002b3211,uVar4);
pcVar1 = *(code **)(*piVar2 + 0x3c);
uVar3 = (**(code **)(*(int *)this + 0x2c))(this);
(*pcVar1)(piVar2,"networkid",uVar3);
(**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar2,0);
}
(**(code **)(**(int **)(this + 0xb8) + 0xb4))(*(int **)(this + 0xb8),this);
CBaseClient::PerformDisconnection((CBaseClient *)this,param_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.