L L4D2node

CSteam3Server::Shutdown

0x00210d10 · 107 bytes · __thiscall

_ZN13CSteam3Server8ShutdownEv

Decompiled

undefined (1 param)

/* CSteam3Server::Shutdown() */

void __thiscall CSteam3Server::Shutdown(CSteam3Server *this)

{
  int iVar1;
  byte bVar2;
  
  bVar2 = 0;
  if ((*(int *)(this + 4) != 0) && (0 < *(int *)(this + 0x98))) {
    SteamGameServer_Shutdown();
    this[0xa0] = (CSteam3Server)0x0;
    this[0x9f] = (CSteam3Server)0x0;
    *(undefined4 *)(this + 0xa1) = 1;
    this[0xa5] = (CSteam3Server)0x0;
    this[0xa6] = (CSteam3Server)0x0;
    this[0xa7] = (CSteam3Server)0x0;
    this[0xa8] = (CSteam3Server)0x0;
    *(undefined4 *)(this + 0x98) = 0;
    for (iVar1 = 8; iVar1 != 0; iVar1 = iVar1 + -1) {
      *(undefined4 *)this = 0;
      this = this + (uint)bVar2 * -8 + 4;
    }
  }
  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)