L L4D2node

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 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)