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 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.