CServerGameDLL::LevelShutdown
0x006c4c40 · 152 bytes · __cdecl
_ZN14CServerGameDLL13LevelShutdownEv
Decompiled
undefined (0 params)
/* CServerGameDLL::LevelShutdown() */
void CServerGameDLL::LevelShutdown(void)
{
int *piVar1;
int *piStack00000004;
piVar1 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
/* try { // try from 006c4c5d to 006c4cc7 has its CatchHandler @ 006c4cd8 */
DebugDumpEntity("level_shutdown");
IGameSystem::LevelShutdownPreEntityAllSystems();
CSoundEnt::ShutdownSoundEnt();
CGlobalEntityList::Clear((CGlobalEntityList *)gEntList);
InvalidateQueryCache();
CDirector::EndLocalScript(TheDirector);
IGameSystem::LevelShutdownPostEntityAllSystems();
CBaseEntity::SetAllowPrecache(false);
(**(code **)(*TheNavMesh + 0x20))(TheNavMesh);
g_nCurrentChapterIndex = 0xffffffff;
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
if (g_pServerDemoSystem != (int *)0x0) {
(**(code **)(*g_pServerDemoSystem + 0x18))(g_pServerDemoSystem);
}
piStack00000004 = piVar1;
/* WARNING: Could not recover jumptable at 0x006c4cd6. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x6c))();
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.