CFlexSceneFileManager::Shutdown
0x00629a40 · 108 bytes · __thiscall
_ZN21CFlexSceneFileManager8ShutdownEv
Decompiled
undefined (1 param)
/* CFlexSceneFileManager::Shutdown() */
void __thiscall CFlexSceneFileManager::Shutdown(CFlexSceneFileManager *this)
{
int iVar1;
undefined4 *puVar2;
void *pvVar3;
iVar1 = *(int *)(this + 0x18);
while (0 < iVar1) {
puVar2 = *(undefined4 **)(this + 0xc);
pvVar3 = (void *)*puVar2;
if (iVar1 + -1 != 0) {
_V_memmove(puVar2,puVar2 + 1,(iVar1 + -1) * 4);
}
*(int *)(this + 0x18) = *(int *)(this + 0x18) + -1;
(**(code **)(*filesystem + 0x150))(filesystem,*(undefined4 *)((int)pvVar3 + 0x80));
operator_delete(pvVar3);
iVar1 = *(int *)(this + 0x18);
}
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.