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 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.