L L4D2node

CServerGameDLL::GameShutdown

0x006c4900 · 50 bytes · __cdecl

_ZN14CServerGameDLL12GameShutdownEv

Decompiled

undefined (0 params)

/* CServerGameDLL::GameShutdown() */

void CServerGameDLL::GameShutdown(void)

{
  int iVar1;
  undefined4 *puVar2;
  byte bVar3;
  
  bVar3 = 0;
  (**(code **)(*TheDirector + 0x24))(TheDirector);
  ResetGlobalState();
  puVar2 = &s_Steam3Server;
  for (iVar1 = 8; iVar1 != 0; iVar1 = iVar1 + -1) {
    *puVar2 = 0;
    puVar2 = puVar2 + (uint)bVar3 * -2 + 1;
  }
  *(undefined1 *)puVar2 = 0;
  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)