L L4D2node

plugin_unload

0x002096d0 · 165 bytes · __cdecl

_ZL13plugin_unloadRK8CCommand

Decompiled

undefined (1 param)

/* plugin_unload(CCommand const&) */

void plugin_unload(CCommand *param_1)

{
  char cVar1;
  long lVar2;
  undefined1 *puVar3;
  
  if (*(int *)param_1 < 2) {
    Warning();
    return;
  }
  lVar2 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
  cVar1 = CServerPlugin::UnloadPlugin((CServerPlugin *)g_pServerPluginHandler,lVar2);
  if (cVar1 != '\0') {
    puVar3 = &DAT_002c79d4;
    if (1 < *(int *)param_1) {
      puVar3 = *(undefined1 **)(param_1 + 0x40c);
    }
    ConMsg("Unloaded plugin \"%s\"\n",puVar3);
    return;
  }
  if (*(int *)param_1 < 2) {
    puVar3 = &DAT_002c79d4;
  }
  else {
    puVar3 = *(undefined1 **)(param_1 + 0x40c);
  }
  Warning("Unable to unload plugin \"%s\", not found\n",puVar3);
  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)