L L4D2node

CGameServer::RemoveClientFromGame

0x001fb9f0 · 108 bytes · __thiscall

_ZN11CGameServer20RemoveClientFromGameEP11CBaseClient

Decompiled

undefined (2 params)

/* CGameServer::RemoveClientFromGame(CBaseClient*) */

void __thiscall CGameServer::RemoveClientFromGame(CGameServer *this,CBaseClient *param_1)

{
  char cVar1;
  
  if (*(int *)(param_1 + 0x1d750) != 0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x70))(param_1);
    if (cVar1 != '\0') {
      cVar1 = (**(code **)(*(int *)this + 0x58))(this);
      if (cVar1 != '\0') {
        (**(code **)(*(int *)g_pServerPluginHandler + 0x20))
                  (g_pServerPluginHandler,*(undefined4 *)(param_1 + 0x1d750));
                    /* WARNING: Could not recover jumptable at 0x001fba5f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*serverGameEnts + 0xc))();
        return;
      }
    }
  }
  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)