CHLTVServer::Clear
0x00173be0 · 251 bytes · __thiscall
_ZN11CHLTVServer5ClearEv
Decompiled
undefined (1 param)
/* CHLTVServer::Clear() */
void __thiscall CHLTVServer::Clear(CHLTVServer *this)
{
CBaseServer::Clear((CBaseServer *)(this + 4));
*(undefined4 *)(this + 0x51b8) = 0;
*(undefined4 *)(this + 0x210) = 0;
CHLTVClientState::Clear((CHLTVClientState *)(this + 0x214));
*(undefined4 *)(this + 0x51b4) = 0;
*(undefined4 *)(this + 0x5380) = 0;
*(undefined4 *)(this + 0x538c) = 0;
*(undefined4 *)(this + 0x51bc) = 0xffffffff;
*(undefined4 *)(this + 0x51c0) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x51c4) = 0;
*(undefined4 *)(this + 0x51cc) = 0;
*(undefined4 *)(this + 0x51c8) = 1;
*(undefined4 *)(this + 0x5388) = 0;
CHLTVFrame::FreeBuffers((CHLTVFrame *)(this + 0x51d0));
*(undefined4 *)(this + 0x6394) = 0;
*(undefined4 *)(this + 0x6398) = 0;
*(undefined4 *)(this + 0x639c) = 0;
CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1cc),-1);
CDeltaEntityCache::Flush((CDeltaEntityCache *)(this + 0x63e0));
*(undefined4 *)(this + 0x83f8) = 0;
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.