IGameSystem::LevelShutdownPostEntityAllSystems
0x004688a0 · 47 bytes · __cdecl
_ZN11IGameSystem33LevelShutdownPostEntityAllSystemsEv
Decompiled
undefined (0 params)
/* IGameSystem::LevelShutdownPostEntityAllSystems() */
void IGameSystem::LevelShutdownPostEntityAllSystems(void)
{
InvokeMethodReverseOrder((_func_void *)0x1d);
if (s_pMapName != (void *)0x0) {
operator_delete__(s_pMapName);
s_pMapName = (void *)0x0;
}
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.