L L4D2node

CHLTVClientState::Clear

0x0016cbf0 · 44 bytes · __thiscall

_ZN16CHLTVClientState5ClearEv

Decompiled

undefined (1 param)

/* CHLTVClientState::Clear() */

void __thiscall CHLTVClientState::Clear(CHLTVClientState *this)

{
  CBaseClientState::Clear((CBaseClientState *)this);
  *(undefined4 *)(this + 0x49dc) = 0;
  *(undefined4 *)(this + 0x49e0) = 0;
  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)