L L4D2node

CScriptHud::TermScripts

0x00905b70 · 91 bytes · __thiscall

_ZN10CScriptHud11TermScriptsEv

Decompiled

undefined (1 param)

/* CScriptHud::TermScripts() */

void __thiscall CScriptHud::TermScripts(CScriptHud *this)

{
  if (g_pScriptVM != (int *)0x0) {
    if (*(int *)(this + 4) - 1U < 0xfffffffe) {
      (**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,*(int *)(this + 4));
      *(undefined4 *)(this + 4) = 0xffffffff;
    }
    if (*(int *)this - 1U < 0xfffffffe) {
      (**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)this);
      *(undefined4 *)this = 0xffffffff;
    }
  }
  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)