L L4D2node

CPrecacheRegister::LevelShutdownPostEntity

0x00496e90 · 51 bytes · __cdecl

_ZN17CPrecacheRegister23LevelShutdownPostEntityEv

Decompiled

undefined (0 params)

/* CPrecacheRegister::LevelShutdownPostEntity() */

void CPrecacheRegister::LevelShutdownPostEntity(void)

{
  int *piStack00000004;
  
  (**(code **)(*g_pPrecacheSystem + 0x18))(g_pPrecacheSystem,g_pPrecacheHandler);
  if (g_pResourceAccessControl != (int *)0x0) {
    piStack00000004 = g_pResourceAccessControl;
                    /* WARNING: Could not recover jumptable at 0x00496ebf. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pResourceAccessControl + 0x18))();
    return;
  }
  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)