L L4D2node

CAchievementMgr::Shutdown

0x003e9c10 · 255 bytes · __thiscall

_ZN15CAchievementMgr8ShutdownEv

Decompiled

undefined (1 param)

/* CAchievementMgr::Shutdown() */

void __thiscall CAchievementMgr::Shutdown(CAchievementMgr *this)

{
  ushort uVar1;
  int *piVar2;
  CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  *this_00;
  CAchievementMgr *pCVar3;
  int local_20;
  
  SaveGlobalState(this);
  local_20 = 0;
  this_00 = (CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
             *)(this + 0x38);
  pCVar3 = this + 0x7c;
  do {
    for (uVar1 = CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                 ::FirstInorder(this_00); uVar1 != 0xffff;
        uVar1 = CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                ::NextInorder(this_00,uVar1)) {
      piVar2 = *(int **)((uint)uVar1 * 0x10 + *(int *)(this_00 + 4) + 0xc);
      if (piVar2 != (int *)0x0) {
        (**(code **)(*piVar2 + 4))(piVar2);
      }
    }
    CUtlRBTree<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,CBaseAchievement*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CBaseAchievement*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
    ::RemoveAll(this_00);
    *(undefined4 *)pCVar3 = 0;
    local_20 = local_20 + 1;
    *(undefined4 *)(pCVar3 + 0x28) = 0;
    *(undefined4 *)(pCVar3 + 200) = 0;
    *(undefined4 *)(pCVar3 + 0xf0) = 0;
    *(undefined4 *)(pCVar3 + 0x50) = 0;
    *(undefined4 *)(pCVar3 + 0x78) = 0;
    *(undefined4 *)(pCVar3 + 0xa0) = 0;
    *(undefined4 *)(pCVar3 + 0x24c) = 0;
    *(undefined4 *)(pCVar3 + 0x274) = 0;
    this_00 = this_00 + 0x1c;
    pCVar3 = pCVar3 + 0x14;
  } while (local_20 != 2);
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  (**(code **)(*piVar2 + 4))(piVar2,this + 0x18);
  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)