L L4D2node

CMapListManager::ClearList

0x0017ef90 · 28 bytes · __thiscall

_ZN15CMapListManager9ClearListEv

Decompiled

undefined (1 param)

/* CMapListManager::ClearList() */

void __thiscall CMapListManager::ClearList(CMapListManager *this)

{
  CUtlDict<CMapListItem,int>::RemoveAll((CUtlDict<CMapListItem,int> *)this);
  this[0x28] = (CMapListManager)0x0;
  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)