L L4D2node

CTeamplayRules::ClientDisconnected

0x004d0f10 · 120 bytes · __thiscall

_ZN14CTeamplayRules18ClientDisconnectedEP7edict_t

Decompiled

undefined (2 params)

/* CTeamplayRules::ClientDisconnected(edict_t*) */

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

{
  int *piVar1;
  edict_t *peVar2;
  CBaseEntity *this_00;
  int iVar3;
  
  peVar2 = param_1;
  if ((((param_1 != (edict_t *)0x0) ||
       ((peVar2 = *(edict_t **)(gpGlobals + 0x58), peVar2 != (edict_t *)0x0 &&
        (((byte)*peVar2 & 2) == 0)))) && (piVar1 = *(int **)(peVar2 + 0xc), piVar1 != (int *)0x0))
     && (this_00 = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1),
        this_00 != (CBaseEntity *)0x0)) {
    *(undefined4 *)(this_00 + 0x1f6c) = 1;
    iVar3 = CBaseEntity::GetTeam(this_00);
    if (iVar3 != 0) {
      (**(code **)(*(int *)this_00 + 0x194))(this_00,0);
    }
  }
  CMultiplayRules::ClientDisconnected((CMultiplayRules *)this,param_1);
  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)