L L4D2node

CCleanupDefaultRelationShips::Shutdown

0x005f9060 · 77 bytes · __cdecl

_ZN28CCleanupDefaultRelationShips8ShutdownEv

Decompiled

undefined (0 params)

/* CCleanupDefaultRelationShips::Shutdown() */

void CCleanupDefaultRelationShips::Shutdown(void)

{
  void *pvVar1;
  int iVar2;
  
  if (CBaseCombatCharacter::m_DefaultRelationship != (void *)0x0) {
    iVar2 = 0;
    pvVar1 = CBaseCombatCharacter::m_DefaultRelationship;
    do {
      if (*(void **)((int)pvVar1 + iVar2) != (void *)0x0) {
        operator_delete__(*(void **)((int)pvVar1 + iVar2));
        pvVar1 = CBaseCombatCharacter::m_DefaultRelationship;
      }
      iVar2 = iVar2 + 4;
    } while (iVar2 != 0x14);
    if (pvVar1 != (void *)0x0) {
      operator_delete__(pvVar1);
    }
    CBaseCombatCharacter::m_DefaultRelationship = (void *)0x0;
  }
  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)