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 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.