L L4D2node

CMatchFramework::CloseSession

0x000586c0 · 214 bytes · __thiscall

_ZN15CMatchFramework12CloseSessionEv

Decompiled

undefined (1 param)

/* CMatchFramework::CloseSession() */

void __thiscall CMatchFramework::CloseSession(CMatchFramework *this)

{
  int *piVar1;
  code *pcVar2;
  char cVar3;
  KeyValues *this_00;
  int iVar4;
  uint in_stack_ffffffe8;
  
  piVar1 = *(int **)(this + 8);
  if (piVar1 != (int *)0x0) {
    *(undefined4 *)(this + 8) = 0;
    (**(code **)(*piVar1 + 0x14))(piVar1);
    pcVar2 = *(code **)(*(int *)g_pMatchEventsSubscription + 8);
    this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffe8);
                    /* try { // try from 00058714 to 00058718 has its CatchHandler @ 000587b0 */
    KeyValues::KeyValues(this_00,"OnMatchSessionUpdate","state","closed");
    (*pcVar2)(g_pMatchEventsSubscription,this_00);
  }
  if (SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback == '\0') {
    iVar4 = __cxa_guard_acquire(&SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback);
    if (iVar4 != 0) {
                    /* try { // try from 00058787 to 0005878b has its CatchHandler @ 0005879a */
      ConVarRef::ConVarRef
                ((ConVarRef *)&SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback,
                 "net_usesocketsforloopback",true);
      __cxa_guard_release(&SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback);
    }
  }
  cVar3 = ConVarRef::IsValid((ConVarRef *)
                             &SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback);
  if (cVar3 != '\0') {
    (**(code **)(*SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback + 8))
              (SetNetUseSocketsForLoopback(bool)::net_usesocketsforloopback,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)