L L4D2node

DataTable_ClearWriteFlags

0x001448c0 · 40 bytes · __cdecl

_Z25DataTable_ClearWriteFlagsP11ServerClass

Decompiled

undefined (1 param)

/* DataTable_ClearWriteFlags(ServerClass*) */

void DataTable_ClearWriteFlags(ServerClass *param_1)

{
  for (; param_1 != (ServerClass *)0x0; param_1 = *(ServerClass **)(param_1 + 8)) {
    DataTable_ClearWriteFlags_R(*(SendTable **)(param_1 + 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)