L L4D2node

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 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)