L L4D2node

ClearNeighborData

0x000d14c0 · 73 bytes · __cdecl

_Z17ClearNeighborDataP13CCoreDispInfo

Decompiled

undefined (1 param)

/* ClearNeighborData(CCoreDispInfo*) */

void ClearNeighborData(CCoreDispInfo *param_1)

{
  undefined2 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  do {
    puVar1 = (undefined2 *)(**(code **)(*(int *)param_1 + 4))(param_1,iVar2);
    *puVar1 = 0xffff;
    puVar1[3] = 0xffff;
    iVar3 = iVar2 + 1;
    iVar2 = (**(code **)(*(int *)param_1 + 8))(param_1,iVar2);
    *(undefined1 *)(iVar2 + 8) = 0;
    iVar2 = iVar3;
  } while (iVar3 != 4);
  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)