L L4D2node

CModAppSystemGroup::Destroy

0x00216050 · 78 bytes · __cdecl

_ZN18CModAppSystemGroup7DestroyEv

Decompiled

undefined (0 params)

/* CModAppSystemGroup::Destroy() */

void CModAppSystemGroup::Destroy(void)

{
  ServerDLL_Unload();
  Host_SubscribeForProfileEvents(false);
  FileSystem_UnloadModule(g_pMatchmakingDllModule);
  g_pIfaceMatchFramework = 0;
  g_pMatchmakingDllModule = (CSysModule *)0x0;
  g_pfnMatchmakingFactory = 0;
  g_pMatchFramework = 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)