CHostState::State_GameShutdown
0x00183490 · 132 bytes · __thiscall
_ZN10CHostState18State_GameShutdownEv
Decompiled
undefined (1 param)
/* CHostState::State_GameShutdown() */
void __thiscall CHostState::State_GameShutdown(CHostState *this)
{
uint uVar1;
CSteam3Server *this_00;
int *piVar2;
CMapReslistGenerator *this_01;
piVar2 = (int *)0x0;
if (serverGameDLL != (int *)0x0) {
this_00 = (CSteam3Server *)Steam3Server();
CSteam3Server::NotifyOfLevelChange(this_00);
(**(code **)(*(int *)g_pServerPluginHandler + 0x18))(g_pServerPluginHandler);
piVar2 = serverGameDLL;
}
(**(code **)(*piVar2 + 0x1c))(piVar2);
this[0x324] = (CHostState)0x0;
Host_ShutdownServer();
this_01 = (CMapReslistGenerator *)MapReslistGenerator();
CMapReslistGenerator::OnLevelShutdown(this_01);
uVar1 = *(uint *)(this + 4);
if ((uVar1 < 8) && ((1 << ((byte)uVar1 & 0x1f) & 0xc3U) != 0)) {
*(uint *)this = uVar1;
return;
}
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
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.