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 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.