L L4D2node

ShutdownStudioRender

0x00186d20 · 76 bytes · unknown

_Z20ShutdownStudioRenderv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ShutdownStudioRender() */

void ShutdownStudioRender(void)

{
  code *pcVar1;
  int *piVar2;
  int *piVar3;
  undefined4 uVar4;
  
  piVar2 = DAT_003a5848;
  if (DAT_003a5848 != (int *)0x0) {
    piVar3 = (int *)(**(code **)*DAT_003a5848)(DAT_003a5848);
    pcVar1 = *(code **)(*piVar3 + 0x28);
    uVar4 = (**(code **)(*piVar2 + 4))(piVar2);
    (*pcVar1)(piVar3,uVar4,1);
    DAT_003a5848 = (int *)0x0;
  }
  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)