L L4D2node

CHLTVTestSystem::StopsTest

0x00175100 · 118 bytes · __thiscall

_ZN15CHLTVTestSystem9StopsTestEv

Decompiled

undefined (1 param)

/* CHLTVTestSystem::StopsTest() */

undefined4 __thiscall CHLTVTestSystem::StopsTest(CHLTVTestSystem *this)

{
  int *piVar1;
  int iVar2;
  
  if (0 < *(int *)(this + 0xc)) {
    iVar2 = 0;
    do {
      piVar1 = *(int **)(*(int *)this + iVar2 * 4);
      iVar2 = iVar2 + 1;
      (**(code **)(*piVar1 + 0x14))(piVar1);
    } while (iVar2 < *(int *)(this + 0xc));
    if (0 < *(int *)(this + 0xc)) {
      iVar2 = 0;
      do {
        piVar1 = *(int **)(*(int *)this + iVar2 * 4);
        if (piVar1 != (int *)0x0) {
          (**(code **)(*piVar1 + 4))(piVar1);
        }
        iVar2 = iVar2 + 1;
      } while (iVar2 < *(int *)(this + 0xc));
    }
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CHLTVServer*,int>::Purge((CUtlMemory<CHLTVServer*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  NET_RemoveAllExtraSockets();
  return 1;
}

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)