L L4D2node

CStaticPropMgr::LevelShutdownClient

0x001e4c20 · 172 bytes · __thiscall

_ZN14CStaticPropMgr19LevelShutdownClientEv

Decompiled

undefined (1 param)

/* CStaticPropMgr::LevelShutdownClient() */

void __thiscall CStaticPropMgr::LevelShutdownClient(CStaticPropMgr *this)

{
  code *pcVar1;
  undefined2 uVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  
  if (this[0x49] != (CStaticPropMgr)0x0) {
    iVar5 = *(int *)(this + 0x2c) + -1;
    iVar4 = iVar5 * 0xd8;
    if (-1 < iVar5) {
      do {
        piVar3 = (int *)(*(int *)(this + 0x20) + iVar4);
        if (piVar3[0x14] != 0) {
          piVar3[0x14] = 0;
          piVar3 = (int *)(*(int *)(this + 0x20) + iVar4);
        }
        if ((short)piVar3[0x13] != -1) {
          *(undefined2 *)(piVar3 + 0x13) = 0xffff;
          piVar3 = (int *)(*(int *)(this + 0x20) + iVar4);
        }
        iVar5 = iVar5 + -1;
        iVar4 = iVar4 + -0xd8;
        pcVar1 = *(code **)(*(int *)modelrender + 0x14);
        uVar2 = (**(code **)(*piVar3 + 0x110))(piVar3);
        (*pcVar1)(modelrender,uVar2,0);
      } while (iVar5 != -1);
    }
    this[0x49] = (CStaticPropMgr)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)