L L4D2node

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 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)