CWeaponList::LevelShutdownPostEntity
0x0040bfb0 · 67 bytes · __thiscall
_ZN11CWeaponList23LevelShutdownPostEntityEv
Decompiled
undefined (1 param)
/* CWeaponList::LevelShutdownPostEntity() */
void __thiscall CWeaponList::LevelShutdownPostEntity(CWeaponList *this)
{
CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
*)(this + 0xc));
CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short> *)
(this + 0xc));
*(undefined2 *)(this + 0x1c) = 0xffff;
*(undefined2 *)(this + 0x20) = 0;
*(undefined2 *)(this + 0x22) = 0xffff;
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0xc);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.