CBaseClient::Clear
0x000f9900 · 380 bytes · __thiscall
_ZN11CBaseClient5ClearEv
Decompiled
undefined (1 param)
/* CBaseClient::Clear() */
void __thiscall CBaseClient::Clear(CBaseClient *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0xe8);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x98))(piVar1,"Disconnect by server.\n");
*(undefined4 *)(this + 0xe8) = 0;
}
if (*(int *)(this + 0xb0) != 0) {
KeyValues::deleteThis();
*(undefined4 *)(this + 0xb0) = 0;
*(undefined4 *)(this + 0xac) = 0;
}
(**(code **)(*(int *)this + 0x100))(this);
SetSignonState(this,0);
*(undefined4 *)(this + 0xf0) = 0xffffffff;
*(undefined4 *)(this + 0xf8) = 0;
*(undefined4 *)(this + 0xf4) = 0;
if (*(CFrameSnapshot **)(this + 0xfc) != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0xfc));
*(undefined4 *)(this + 0xfc) = 0;
}
*(undefined4 *)(this + 0x210) = 0xffffffff;
this[0x214] = (CBaseClient)0x0;
this[0x216] = (CBaseClient)0x0;
this[0x10] = (CBaseClient)0x0;
this[0x11] = (CBaseClient)0x0;
this[0x2c] = (CBaseClient)0x0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x28) = 0;
this[0xbc] = (CBaseClient)0x0;
*(undefined8 *)(this + 0x218) = 0;
*(undefined4 *)(this + 0x220) = 0;
this[0x215] = (CBaseClient)0x0;
*(undefined4 *)(this + 0x38) = 0;
this[0x3c] = (CBaseClient)0x0;
this[0x8c] = (CBaseClient)0x0;
*(undefined4 *)(this + 0xc0) = 0;
*(undefined4 *)(this + 0x108) = 0xffffffff;
*(undefined4 *)(this + 0x20c) = 0;
*(undefined4 *)(this + 0xe4) = 0;
this[0xb4] = (CBaseClient)0x0;
this[0xb5] = (CBaseClient)0x0;
*(undefined4 *)(this + 0x100) = 0;
this[0x217] = (CBaseClient)0x0;
_V_memset(this + 0xc4,0,0x20);
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.