L L4D2node

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 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)