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 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.