L L4D2node

NET_Shutdown

0x001c4d60 · 80 bytes · unknown

_Z12NET_Shutdownv

Decompiled

undefined (0 params)

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

void NET_Shutdown(void)

{
  NET_ClearLaggedList((netpacket_s **)&s_pLagData);
  NET_ClearLaggedList((netpacket_s **)&DAT_003ac43c);
  NET_ClearLaggedList((netpacket_s **)&DAT_003ac440);
  (**(code **)(*g_pQueuedPackedSender + 4))(g_pQueuedPackedSender);
  net_multiplayer = 0;
  net_dedicated = 0;
  NET_CloseAllSockets();
  NET_ClearLoopbackBuffers();
  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)