L L4D2node

CGameServer::Shutdown

0x00200760 · 242 bytes · __thiscall

_ZN11CGameServer8ShutdownEv

Decompiled

undefined (1 param)

/* CGameServer::Shutdown() */

void __thiscall CGameServer::Shutdown(CGameServer *this)

{
  int *piVar1;
  CSteam3Server *this_00;
  
  this[0x226] = (CGameServer)0x0;
  piVar1 = (int *)(**(code **)(s_GameEventManager + 0x1c))
                            (&s_GameEventManager,"server_pre_shutdown",0,0);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x3c))(piVar1,"reason","quit");
    (**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar1,0);
  }
  CBaseServer::Shutdown((CBaseServer *)this);
  (**(code **)(*(int *)framesnapshotmanager + 8))(framesnapshotmanager);
  piVar1 = (int *)(**(code **)(s_GameEventManager + 0x1c))
                            (&s_GameEventManager,"server_shutdown",0,0);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x3c))(piVar1,"reason","quit");
    (**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar1,0);
  }
  this_00 = (CSteam3Server *)Steam3Server();
  CSteam3Server::Shutdown(this_00);
  CLog::Close((CLog *)g_Log);
  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)