L L4D2node

CBaseGameStats_Driver::Shutdown

0x00463420 · 281 bytes · __thiscall

_ZN21CBaseGameStats_Driver8ShutdownEv

Decompiled

undefined (1 param)

/* CBaseGameStats_Driver::Shutdown() */

void __thiscall CBaseGameStats_Driver::Shutdown(CBaseGameStats_Driver *this)

{
  int *piVar1;
  undefined *puVar2;
  char cVar3;
  
  puVar2 = gamestats;
  this[0x130e] = (CBaseGameStats_Driver)0x1;
  (**(code **)(*(int *)puVar2 + 0x14))(puVar2);
  cVar3 = (*(code *)**(undefined4 **)gamestats)(gamestats);
  if (cVar3 == '\0') {
    cVar3 = (**(code **)(*(int *)gamestats + 0xc))(gamestats);
    if (cVar3 != '\0') {
      CollectData(this,1);
      SendData(this);
    }
  }
  else {
    cVar3 = (**(code **)(*(int *)gamestats + 0xb0))();
    if (cVar3 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa4))(gamestats,0);
    }
    cVar3 = (**(code **)(*(int *)gamestats + 0xc4))(gamestats);
    if (cVar3 != '\0') {
      (**(code **)(*(int *)gamestats + 0xa8))(gamestats);
    }
  }
  if (g_LogFileHandle != 0) {
    (**(code **)(*(int *)(filesystem + 4) + 0xc))(filesystem + 4,g_LogFileHandle);
    g_LogFileHandle = 0;
  }
  piVar1 = *(int **)(this + 0x1384);
  if (piVar1 != (int *)0x0) {
    if (*piVar1 != 0) {
      KeyValues::deleteThis();
      *piVar1 = 0;
    }
    operator_delete(piVar1);
    *(undefined4 *)(this + 0x1384) = 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)