CStaticPropMgr::LevelShutdown
0x001e7090 · 140 bytes · __thiscall
_ZN14CStaticPropMgr13LevelShutdownEv
Decompiled
undefined (1 param)
/* CStaticPropMgr::LevelShutdown() */
void __thiscall CStaticPropMgr::LevelShutdown(CStaticPropMgr *this)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
if (this[0x48] != (CStaticPropMgr)0x0) {
if (this[0x49] != (CStaticPropMgr)0x0) {
(**(code **)(*(int *)this + 0x10))(this);
}
this[0x48] = (CStaticPropMgr)0x0;
iVar2 = *(int *)(this + 0x2c) + -1;
iVar3 = iVar2 * 0xd8;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
puVar1 = (undefined4 *)(*(int *)(this + 0x20) + iVar3);
iVar3 = iVar3 + -0xd8;
(**(code **)*puVar1)(puVar1);
} while (iVar2 != -1);
}
*(undefined4 *)(this + 0x2c) = 0;
CUtlMemory<CStaticProp,int>::Purge((CUtlMemory<CStaticProp,int> *)(this + 0x20));
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x20);
CUtlMemory<CStaticPropMgr::StaticPropDict_t,int>::Purge
((CUtlMemory<CStaticPropMgr::StaticPropDict_t,int> *)(this + 0xc));
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
}
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.