L L4D2node

CMultiplayRules::ClientDisconnected

0x0046e6e0 · 114 bytes · __thiscall

_ZN15CMultiplayRules18ClientDisconnectedEP7edict_t

Decompiled

undefined (2 params)

/* CMultiplayRules::ClientDisconnected(edict_t*) */

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

{
  int *piVar1;
  CBasePlayer *this_00;
  
  if ((param_1 != (edict_t *)0x0) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0)) {
    this_00 = (CBasePlayer *)(**(code **)(*piVar1 + 0x18))(piVar1);
    if (this_00 != (CBasePlayer *)0x0) {
      FireTargets("game_playerleave",this_00,this_00,3,0);
      (**(code **)(*(int *)this_00 + 0x5c4))(this_00,1);
      CBasePlayer::DestroyViewModels(this_00);
      *(undefined4 *)(this_00 + 0x1f6c) = 2;
    }
  }
  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)