L L4D2node

CNotifyList::LevelShutdownPreEntity

0x0067ddd0 · 65 bytes · __thiscall

_ZN11CNotifyList22LevelShutdownPreEntityEv

Decompiled

undefined (1 param)

/* CNotifyList::LevelShutdownPreEntity() */

void __thiscall CNotifyList::LevelShutdownPreEntity(CNotifyList *this)

{
  CNotifyList *local_10 [2];
  
  local_10[0] = this + 4;
  CUtlVector<IEntityListener*,CUtlMemory<IEntityListener*,int>>::FindAndRemove
            ((CUtlVector<IEntityListener*,CUtlMemory<IEntityListener*,int>> *)(gEntList + 0x10024),
             (IEntityListener **)local_10);
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<entitynotify_t,int>::Purge((CUtlMemory<entitynotify_t,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  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)