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 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.