L L4D2node

CServerPlugin::UnloadPlugin

0x00209680 · 78 bytes · __thiscall

_ZN13CServerPlugin12UnloadPluginEi

Decompiled

undefined (2 params)

/* CServerPlugin::UnloadPlugin(int) */

undefined4 __thiscall CServerPlugin::UnloadPlugin(CServerPlugin *this,int param_1)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x10))) {
    CPlugin::Unload(*(CPlugin **)(*(int *)(this + 4) + param_1 * 4));
    CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>>::ShiftElementsLeft
              ((CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>> *)(this + 4),param_1,1);
    uVar1 = 1;
    *(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
  }
  return uVar1;
}

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)