L L4D2node

CCSGameRules::ClientDisconnected

0x00433c60 · 43 bytes · __thiscall

_ZN12CCSGameRules18ClientDisconnectedEP7edict_t

Decompiled

undefined (2 params)

/* CCSGameRules::ClientDisconnected(edict_t*) */

void __thiscall CCSGameRules::ClientDisconnected(CCSGameRules *this,edict_t *param_1)

{
  CTeamplayRules::ClientDisconnected((CTeamplayRules *)this,param_1);
                    /* WARNING: Could not recover jumptable at 0x00433c89. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x2a0))();
  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)