L L4D2node

CSceneListManager::ShutdownList

0x00814fd0 · 110 bytes · __thiscall

_ZN17CSceneListManager12ShutdownListEv

Decompiled

undefined (1 param)

/* CSceneListManager::ShutdownList() */

void __thiscall CSceneListManager::ShutdownList(CSceneListManager *this)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  do {
    while( true ) {
      uVar1 = *(uint *)(this + iVar3 * 4 + 0x494);
      if ((((uVar1 == 0xffffffff) ||
           (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar2 + 4) == 0)) break;
      iVar4 = iVar3 + 1;
      RemoveScene(this,iVar3);
      iVar3 = iVar4;
      if (iVar4 == 0x10) goto LAB_00815031;
    }
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x10);
LAB_00815031:
  UTIL_Remove((CBaseEntity *)this);
  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)