L L4D2node

CMapLoadHelper::Shutdown

0x00194830 · 235 bytes · __cdecl

_ZN14CMapLoadHelper8ShutdownEv.part.30

Decompiled

undefined (0 params)

/* CMapLoadHelper::Shutdown() [clone .part.30] */

void CMapLoadHelper::Shutdown(void)

{
  int *piVar1;
  
  if (s_MapFileHandle != 0) {
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,s_MapFileHandle);
    s_MapFileHandle = 0;
  }
  piVar1 = &s_MapLumpFiles;
  do {
    if (*piVar1 != 0) {
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,*piVar1);
    }
    piVar1 = piVar1 + 7;
  } while (piVar1 != &s_nMapEdgesLoaded);
  _V_memset(&s_MapLumpFiles,0,0x700);
  s_szMapPathName[0] = 0;
  _V_memset(&s_MapHeader,0,0x40c);
  s_pMap = 0;
  if (s_MapBuffer != (void *)0x0) {
    free(s_MapBuffer);
    CUtlBuffer::SetExternalBuffer((CUtlBuffer *)&s_MapBuffer,(void *)0x0,0,0,0);
  }
  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)