L L4D2node

DispInfo_ClearAllTags

0x00137ea0 · 83 bytes · __cdecl

_Z21DispInfo_ClearAllTagsPv

Decompiled

undefined (1 param)

/* DispInfo_ClearAllTags(void*) */

void DispInfo_ClearAllTags(void *param_1)

{
  int iVar1;
  int iVar2;
  
  if (param_1 != (void *)0x0) {
    if ((short)(*(short *)param_1 + 1) == -1) {
      *(undefined2 *)param_1 = 1;
      if (0 < *(int *)((int)param_1 + 8)) {
        iVar1 = 0;
        iVar2 = 0;
        do {
          iVar2 = iVar2 + 1;
          *(undefined2 *)(*(int *)((int)param_1 + 4) + 0x264 + iVar1) = 0;
          iVar1 = iVar1 + 0x26c;
        } while (iVar2 < *(int *)((int)param_1 + 8));
        return;
      }
    }
    else {
      *(short *)param_1 = *(short *)param_1 + 1;
    }
  }
  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)