L L4D2node

CMapReslistGenerator::Shutdown

0x0018c1a0 · 98 bytes · __thiscall

_ZN20CMapReslistGenerator8ShutdownEv

Decompiled

undefined (1 param)

/* CMapReslistGenerator::Shutdown() */

void __thiscall CMapReslistGenerator::Shutdown(CMapReslistGenerator *this)

{
  if (*this != (CMapReslistGenerator)0x0) {
    SpewTrackedDeletionsLog(this);
    (**(code **)(*g_pFileSystem + 0x10c))(g_pFileSystem,TrackDeletionsLoggingFunc);
    CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0xe8));
    CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
    ::RemoveAll((CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
                 *)(this + 0x120));
    CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0x13c));
    *this = (CMapReslistGenerator)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)