L L4D2node

CPhysicsHook::LevelShutdownPostEntity

0x0077dd90 · 283 bytes · __thiscall

_ZN12CPhysicsHook23LevelShutdownPostEntityEv

Decompiled

undefined (1 param)

/* CPhysicsHook::LevelShutdownPostEntity() */

void __thiscall CPhysicsHook::LevelShutdownPostEntity(CPhysicsHook *this)

{
  CEntityList *pCVar1;
  
  (**(code **)(*g_pPhysSaveRestoreManager + 0x10))(g_pPhysSaveRestoreManager);
  CCollisionEvent::LevelShutdown((CCollisionEvent *)g_Collisions);
  if (physenv != 0) {
    (**(code **)(*physics + 0x18))(physics,physenv);
    physenv = 0;
  }
  if (g_pPhys2World != 0) {
    (**(code **)(*enginetrace + 0x54))(enginetrace,0);
    (**(code **)(*g_pPhysics2 + 0x20))(g_pPhysics2,g_pPhys2World);
  }
  g_pPhys2World = 0;
  (**(code **)(*physics + 0x24))(physics,g_EntityCollisionHash);
  g_EntityCollisionHash = 0;
  (**(code **)(*physics + 0x30))(physics);
  pCVar1 = g_pShadowEntities;
  g_PhysWorldObject = 0;
  if (g_pShadowEntities != (CEntityList *)0x0) {
    CEntityList::~CEntityList(g_pShadowEntities);
    operator_delete(pCVar1);
  }
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  g_pShadowEntities = (CEntityList *)0x0;
  CUtlMemory<masscenteroverride_t,int>::Purge((CUtlMemory<masscenteroverride_t,int> *)(this + 0x2c))
  ;
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlVector<vehiclescript_t,CUtlMemory<vehiclescript_t,int>>::RemoveAll
            ((CUtlVector<vehiclescript_t,CUtlMemory<vehiclescript_t,int>> *)(this + 0x40));
  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)