L L4D2node

CModelRender::Shutdown

0x00186e80 · 76 bytes · __thiscall

_ZN12CModelRender8ShutdownEv

Decompiled

undefined (1 param)

/* CModelRender::Shutdown() */

void __thiscall CModelRender::Shutdown(CModelRender *this)

{
  int *piVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  
  piVar1 = *(int **)(this + 8);
  if (piVar1 != (int *)0x0) {
    piVar3 = (int *)(**(code **)*piVar1)(piVar1);
    pcVar2 = *(code **)(*piVar3 + 0x28);
    uVar4 = (**(code **)(*piVar1 + 4))(piVar1);
    (*pcVar2)(piVar3,uVar4,1);
    *(undefined4 *)(this + 8) = 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)