L L4D2node

CMatchFramework::Shutdown

0x000584c0 · 67 bytes · __cdecl

_ZN15CMatchFramework8ShutdownEv

Decompiled

undefined (0 params)

/* CMatchFramework::Shutdown() */

void CMatchFramework::Shutdown(void)

{
  CMatchEventsSubscription::Shutdown((CMatchEventsSubscription *)g_pMatchEventsSubscription);
  MM_Title_Shutdown();
  (*(code *)**(undefined4 **)g_pServerManager)(g_pServerManager,0);
  (**(code **)(*(int *)g_pDatacenter + 0x10))(g_pDatacenter,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)