L L4D2node

CBaseClientState::Clear

0x00101e20 · 355 bytes · __thiscall

_ZN16CBaseClientState5ClearEv

Decompiled

undefined (1 param)

/* CBaseClientState::Clear() */

void __thiscall CBaseClientState::Clear(CBaseClientState *this)

{
  int *piVar1;
  C_ServerClassInfo *pCVar2;
  C_ServerClassInfo *this_00;
  
  *(undefined4 *)(this + 0x6c) = 0xffffffff;
  *(undefined4 *)(this + 0xc0) = 0xffffffff;
  CClockDriftMgr::Clear((CClockDriftMgr *)(this + 0x74));
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x41c8) = 0;
  *(undefined4 *)(this + 0x41cc) = 0;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xd0) = 0;
  this[0xd4] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 0x14c) = 0;
  if (this[0xfc] != (CBaseClientState)0x0) {
    V_strncpy((char *)(this + 0x124),(char *)(this + 0xfc),0x28);
  }
  pCVar2 = *(C_ServerClassInfo **)(this + 0x41c4);
  this[0xfc] = (CBaseClientState)0x0;
  if (pCVar2 != (C_ServerClassInfo *)0x0) {
    this_00 = pCVar2 + *(int *)(pCVar2 + -4) * 0x10;
    if (pCVar2 != this_00) {
      do {
        this_00 = this_00 + -0x10;
        C_ServerClassInfo::~C_ServerClassInfo(this_00);
        pCVar2 = *(C_ServerClassInfo **)(this + 0x41c4);
      } while (pCVar2 != this_00);
    }
    operator_delete__(pCVar2 + -4);
    *(undefined4 *)(this + 0x41c4) = 0;
  }
  piVar1 = *(int **)(this + 0x49d4);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0xc))(piVar1);
    *(undefined4 *)(this + 0x49d4) = 0;
  }
  FreeEntityBaselines(this);
  if (this[0x14] == (CBaseClientState)0x0) {
    RecvTable_Term(false);
  }
  piVar1 = *(int **)(this + 0x10);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x90))(piVar1);
  }
  this[0xc4] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined8 *)(this + 0x1c) = 0;
  this[0x49da] = (CBaseClientState)0x0;
  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)