CMatchFramework::Disconnect
0x00057be0 · 122 bytes · __cdecl
_ZN15CMatchFramework10DisconnectEv
Decompiled
undefined (0 params)
/* CMatchFramework::Disconnect() */
void CMatchFramework::Disconnect(void)
{
undefined *puVar1;
undefined4 uVar2;
code *pcVar3;
undefined **ppuVar4;
ppuVar4 = &(anonymous_namespace)::s_table;
SteamApiContext_Shutdown();
puVar1 = (anonymous_namespace)::s_table;
while (puVar1 != (undefined *)0x0) {
if (*(char *)(ppuVar4 + 3) != '\0') {
pcVar3 = (code *)ppuVar4[1];
if (((uint)pcVar3 & 1) != 0) {
pcVar3 = *(code **)(pcVar3 + *(int *)(g_pMatchExtensions + (int)ppuVar4[2]) + -1);
}
uVar2 = (*pcVar3)(g_pMatchExtensions + (int)ppuVar4[2]);
(**(code **)(*(int *)g_pMatchExtensions + 4))(g_pMatchExtensions,*ppuVar4,uVar2);
*(undefined1 *)(ppuVar4 + 3) = 0;
}
ppuVar4 = ppuVar4 + 4;
puVar1 = *ppuVar4;
}
DisconnectTier2Libraries();
ConVar_Unregister();
DisconnectTier1Libraries();
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.