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 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.