L L4D2node

CDedicatedServerAPI::Disconnect

0x002161c0 · 120 bytes · __thiscall

_ZN19CDedicatedServerAPI10DisconnectEv

Decompiled

undefined (1 param)

/* CDedicatedServerAPI::Disconnect() */

void __thiscall CDedicatedServerAPI::Disconnect(CDedicatedServerAPI *this)

{
  DisconnectMDLCacheNotify();
  g_pPhysics = 0;
  Shader_Disconnect();
  g_pFileSystem = 0;
  ConVar_Unregister();
  dedicated = 0;
  if (this[4] != (CDedicatedServerAPI)0x0) {
    DisconnectTier3Libraries();
    if (this[4] != (CDedicatedServerAPI)0x0) {
      DisconnectTier2Libraries();
      if (this[4] != (CDedicatedServerAPI)0x0) {
        DisconnectTier1Libraries();
        g_AppSystemFactory = 0;
        return;
      }
    }
  }
  g_AppSystemFactory = 0;
  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)