L L4D2node

CHLTVServer::Changelevel

0x00173230 · 73 bytes · __thiscall

_ZN11CHLTVServer11ChangelevelEv

Decompiled

undefined (1 param)

/* CHLTVServer::Changelevel() */

void __thiscall CHLTVServer::Changelevel(CHLTVServer *this)

{
  CHLTVDemoRecorder::StopRecording((CHLTVDemoRecorder *)(this + 0x4c04));
  CBaseServer::InactivateClients((CBaseServer *)(this + 4));
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1cc),-1);
  *(undefined4 *)(this + 0x51c4) = 0;
  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)