L L4D2node

Host_FreeStateAndWorld

0x001794e0 · 143 bytes · __cdecl

_Z22Host_FreeStateAndWorldb

Decompiled

undefined (1 param)

/* Host_FreeStateAndWorld(bool) */

void Host_FreeStateAndWorld(bool param_1)

{
  if ((!param_1) && (1 < DAT_003b7f64)) {
    return;
  }
  if (host_state != 0) {
    (**(code **)(*(int *)modelloader + 0x24))(modelloader,host_state,2);
    (**(code **)(*(int *)modelloader + 0x24))(modelloader,host_state,4);
    if (host_state != 0) {
      host_state = 0;
      DAT_003a172c = 0;
    }
  }
  (**(code **)(*(int *)modelloader + 0x2c))(modelloader);
  g_TimeLastMemTest = 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)