L L4D2node

CServerPlugin::UnloadPlugins

0x00209610 · 100 bytes · __thiscall

_ZN13CServerPlugin13UnloadPluginsEv

Decompiled

undefined (1 param)

/* CServerPlugin::UnloadPlugins() */

void __thiscall CServerPlugin::UnloadPlugins(CServerPlugin *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar2 = *(int *)(this + 0x10) + -1;
  iVar4 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      puVar1 = (undefined4 *)(*(int *)(this + 4) + iVar4);
      iVar4 = iVar4 + -4;
      CPlugin::Unload((CPlugin *)*puVar1);
      iVar3 = iVar2 + -1;
      CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>>::ShiftElementsLeft
                ((CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>> *)(this + 4),iVar2,1);
      *(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
      iVar2 = iVar3;
    } while (iVar3 != -1);
  }
  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)