L L4D2node

UnloadEntityDLLs

0x00215ea0 · 76 bytes · unknown

_Z16UnloadEntityDLLsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UnloadEntityDLLs() */

void UnloadEntityDLLs(void)

{
  if (g_GameDLL != (CSysModule *)0x0) {
    FileSystem_UnloadModule(g_GameDLL);
    g_GameDLL = (CSysModule *)0x0;
    serverGameDLL = 0;
    serverGameEnts = 0;
    serverGameClients = 0;
    sv_noclipduringpause = 0;
  }
  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)