CGameClient::Disconnect
0x001eaef0 · 158 bytes · __thiscall
_ZN11CGameClient10DisconnectEPKcz
Decompiled
undefined (2 params)
/* CGameClient::Disconnect(char const*, ...) */
void __thiscall CGameClient::Disconnect(CGameClient *this,char *param_1,...)
{
int iVar1;
int in_GS_OFFSET;
char local_410 [1024];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = _V_strcmp("%s",param_1);
if (*(int *)(this + 0xec) != 0) {
if (iVar1 == 0) {
V_vsnprintf(local_410,0x400,param_1,&stack0x0000000c);
}
else {
V_strncpy(local_410,param_1,0x400);
}
CBaseClient::Disconnect((CBaseClient *)this,local_410);
}
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.