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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.