L L4D2node

CUtlCachedFileData<CModelSoundsCache>::Shutdown

0x00615c80 · 78 bytes · __thiscall

_ZN18CUtlCachedFileDataI17CModelSoundsCacheE8ShutdownEv.part.419

Decompiled

undefined (1 param)

/* CUtlCachedFileData<CModelSoundsCache>::Shutdown() [clone .part.419] */

void __thiscall
CUtlCachedFileData<CModelSoundsCache>::Shutdown(CUtlCachedFileData<CModelSoundsCache> *this)

{
  CUtlCachedFileData<CModelSoundsCache> CVar1;
  char cVar2;
  CUtlCachedFileData<CModelSoundsCache> *in_EAX;
  
  CVar1 = in_EAX[100];
  in_EAX[100] = (CUtlCachedFileData<CModelSoundsCache>)((byte)CVar1 & 0xef);
  if (((byte)CVar1 & 8) == 0) {
    if (((byte)CVar1 & 4) != 0) {
      cVar2 = ManifestExists(in_EAX);
      if (cVar2 == '\0') {
        SaveManifest(in_EAX);
      }
    }
  }
  else {
    Save(in_EAX);
  }
  CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
               *)(in_EAX + 4));
  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)