L L4D2node

CDefaultResponseSystem::Shutdown

0x005baf10 · 90 bytes · __thiscall

_ZN22CDefaultResponseSystem8ShutdownEv

Decompiled

undefined (1 param)

/* CDefaultResponseSystem::Shutdown() */

void __thiscall CDefaultResponseSystem::Shutdown(CDefaultResponseSystem *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(ushort *)(this + 0x3e5a) - 1;
  iVar3 = iVar2 * 0x10;
  for (; iVar2 != -1; iVar2 = iVar2 + -1) {
    piVar1 = *(int **)(*(int *)(this + 0x3e4c) + 0xc + iVar3);
    iVar3 = iVar3 + -0x10;
    (**(code **)(*piVar1 + 0x14))(piVar1);
  }
  CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 0x3e48));
  CResponseSystem::Clear((CResponseSystem *)this);
  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)