L L4D2node

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 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)