CServerPlugin::LevelShutdown
0x00208100 · 139 bytes · __thiscall
_ZN13CServerPlugin13LevelShutdownEv
Decompiled
undefined (1 param)
/* CServerPlugin::LevelShutdown() */
void __thiscall CServerPlugin::LevelShutdown(CServerPlugin *this)
{
int iVar1;
int *piVar2;
int *piVar3;
int iVar4;
piVar3 = g_pMDLCache;
iVar4 = 0;
(**(code **)(*g_pMDLCache + 0xb8))(g_pMDLCache);
if (0 < *(int *)(this + 0x10)) {
do {
iVar1 = *(int *)(*(int *)(this + 4) + iVar4 * 4);
if (*(char *)(iVar1 + 0x100) == '\0') {
piVar2 = *(int **)(iVar1 + 0x104);
if (piVar2 == (int *)0x0) {
Warning("Unable to get callback interface for \"%s\"\n",iVar1);
}
/* try { // try from 00208135 to 0020817c has its CatchHandler @ 00208194 */
(**(code **)(*piVar2 + 0x20))(piVar2);
}
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(this + 0x10));
}
(**(code **)(*serverGameDLL + 0x18))(serverGameDLL);
/* WARNING: Could not recover jumptable at 0x00208192. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar3 + 0xbc))();
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.