L L4D2node

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 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)