CL4DGameStats::Event_PlayerDisconnected
0x008e0a70 · 301 bytes · __thiscall
_ZN13CL4DGameStats24Event_PlayerDisconnectedEP11CBasePlayer
Decompiled
undefined (2 params)
/* CL4DGameStats::Event_PlayerDisconnected(CBasePlayer*) */
void __thiscall CL4DGameStats::Event_PlayerDisconnected(CL4DGameStats *this,CBasePlayer *param_1)
{
CSteamWorksGameStatsUploader *pCVar1;
char cVar2;
uint uVar3;
CL4DGameStats *pCVar4;
int iVar5;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
int local_14;
undefined4 local_10;
if ((param_1 != (CBasePlayer *)0x0) &&
(cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar2 != '\0')) {
if (*(int *)(param_1 + 0x30) == 0) {
return;
}
uVar3 = (*(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) - 1;
if (0x1f < uVar3) {
return;
}
iVar5 = 0x27;
pCVar4 = this + uVar3 * 0x30c + 0x5ec;
do {
*(undefined4 *)pCVar4 = 0;
*(undefined4 *)(pCVar4 + 4) = 0;
*(undefined4 *)(pCVar4 + 8) = 0;
*(undefined4 *)(pCVar4 + 0xc) = 0;
*(undefined4 *)(pCVar4 + 0x10) = 0;
iVar5 = iVar5 + -1;
pCVar4 = pCVar4 + 0x14;
} while (iVar5 != 0);
}
if ((this[0x70] == (CL4DGameStats)0x0) &&
(cVar2 = CTerrorGameRules::HasPlayerControlledZombies(), cVar2 == '\0')) {
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
local_30 = 2;
local_2c = 7;
local_28 = 1;
local_24 = 9;
/* try { // try from 008e0b4e to 008e0b7a has its CatchHandler @ 008e0ba6 */
ForEachTerrorPlayer<PlayerCollector>((PlayerCollector *)&local_30);
pCVar1 = steamGameStats;
if (local_14 == 0) {
this[0x70] = (CL4DGameStats)0x1;
CSteamWorksGameStatsUploader::SetExitStatus(pCVar1,7);
SpoofMapTransitionAndSendStats(this);
this[0x70] = (CL4DGameStats)0x1;
}
local_14 = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
local_10 = local_20;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_20);
return;
}
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.