L L4D2node

CLocalNetworkBackdoor::ClearState

0x00185150 · 78 bytes · __thiscall

_ZN21CLocalNetworkBackdoor10ClearStateEv

Decompiled

undefined (1 param)

/* CLocalNetworkBackdoor::ClearState() */

void __thiscall CLocalNetworkBackdoor::ClearState(CLocalNetworkBackdoor *this)

{
  int iVar1;
  CLocalNetworkBackdoor *pCVar2;
  
  iVar1 = 0x800;
  pCVar2 = this + 0x2230;
  do {
    *(undefined4 *)pCVar2 = 0;
    *(undefined4 *)(pCVar2 + -8) = 0xffffffff;
    pCVar2[-0xc] = (CLocalNetworkBackdoor)0x0;
    *(undefined4 *)(pCVar2 + -4) = 0;
    iVar1 = iVar1 + -1;
    pCVar2 = pCVar2 + 0x10;
  } while (iVar1 != 0);
  if (this + 0x100 != (CLocalNetworkBackdoor *)0x0) {
    pCVar2 = this + 0x100;
    for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
      *(undefined4 *)pCVar2 = 0;
      pCVar2 = pCVar2 + 4;
    }
  }
  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)