CSteam3Server::NotifyClientDisconnect
0x00211230 · 120 bytes · __thiscall
_ZN13CSteam3Server22NotifyClientDisconnectEP11CBaseClient
Decompiled
undefined (2 params)
/* CSteam3Server::NotifyClientDisconnect(CBaseClient*) */
void __thiscall CSteam3Server::NotifyClientDisconnect(CSteam3Server *this,CBaseClient *param_1)
{
char cVar1;
int local_1c [4];
if (((param_1 != (CBaseClient *)0x0) && (*(int *)(this + 4) != 0)) && (0 < *(int *)(this + 0x98)))
{
cVar1 = (**(code **)(*(int *)param_1 + 0x6c))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x78))(param_1);
if (cVar1 == '\0') {
(**(code **)(*(int *)param_1 + 0x18))(local_1c,param_1);
if (local_1c[0] == 1) {
(**(code **)(**(int **)(this + 4) + 0x6c))
(*(int **)(this + 4),*(undefined4 *)(param_1 + 0x7d),
*(undefined4 *)(param_1 + 0x81));
}
}
}
}
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.