L L4D2node

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 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)