L L4D2node

CTier3AppSystem<IDedicatedServerAPI,0>::Disconnect

0x00217b30 · 54 bytes · __thiscall

_ZN15CTier3AppSystemI19IDedicatedServerAPILi0EE10DisconnectEv

Decompiled

undefined (1 param)

/* CTier3AppSystem<IDedicatedServerAPI, 0>::Disconnect() */

void __thiscall
CTier3AppSystem<IDedicatedServerAPI,0>::Disconnect(CTier3AppSystem<IDedicatedServerAPI,0> *this)

{
  if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
    DisconnectTier3Libraries();
    if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
      DisconnectTier2Libraries();
      if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
        DisconnectTier1Libraries();
        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)