L L4D2node

CHLTVServer::Shutdown

0x00173e00 · 159 bytes · __thiscall

_ZN11CHLTVServer8ShutdownEv

Decompiled

undefined (1 param)

/* CHLTVServer::Shutdown() */

void __thiscall CHLTVServer::Shutdown(CHLTVServer *this)

{
  int *piVar1;
  char cVar2;
  
  CHLTVDemoRecorder::StopRecording((CHLTVDemoRecorder *)(this + 0x4c04));
  cVar2 = (**(code **)(*(int *)this + 0x54))(this);
  if (cVar2 == '\0') {
    CAddressList::RemoveAll((CAddressList *)(this + 0x240));
    CBaseClientState::Disconnect((bool)((char)this + '\x14'));
  }
  else {
    piVar1 = *(int **)(this + 0x210);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 0x3c))(piVar1,"SourceTV stop.");
    }
    piVar1 = *(int **)(this + 0x51b8);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 0xc))(piVar1,0);
    }
  }
  (**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
  CBaseServer::Shutdown((CBaseServer *)(this + 4));
  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)