L L4D2node

flush_locked

0x0017bcb0 · 53 bytes · __cdecl

_ZL12flush_lockedRK8CCommand

Decompiled

undefined (1 param)

/* flush_locked(CCommand const&) */

void flush_locked(CCommand *param_1)

{
  (**(code **)(*serverGameDLL + 0x88))(serverGameDLL);
  (**(code **)(*g_pDataCache + 0x34))(g_pDataCache,0,1);
  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)