L L4D2node

CAppSystemGroup::UnloadAllModules

0x0026b0f0 · 90 bytes · __thiscall

_ZN15CAppSystemGroup16UnloadAllModulesEv

Decompiled

undefined (1 param)

/* CAppSystemGroup::UnloadAllModules() */

void __thiscall CAppSystemGroup::UnloadAllModules(CAppSystemGroup *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0x10) + -1;
  iVar2 = iVar3 * 0xc;
  for (; -1 < iVar3; iVar3 = iVar3 + -1) {
    puVar1 = (undefined4 *)(*(int *)(this + 4) + iVar2);
    if ((CSysModule *)*puVar1 != (CSysModule *)0x0) {
      Sys_UnloadModule((CSysModule *)*puVar1);
      puVar1 = (undefined4 *)(*(int *)(this + 4) + iVar2);
    }
    if ((void *)puVar1[2] != (void *)0x0) {
      free((void *)puVar1[2]);
    }
    iVar2 = iVar2 + -0xc;
  }
  *(undefined4 *)(this + 0x10) = 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)