L L4D2node

ClearSaveModelDebugOverlays

0x001874d0 · 89 bytes · unknown

_Z27ClearSaveModelDebugOverlaysv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ClearSaveModelDebugOverlays() */

void ClearSaveModelDebugOverlays(void)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = DAT_003a55f4 + -1;
  if (-1 < iVar3) {
    iVar1 = s_SavedModelInfo + 0x204 + iVar3 * 0x238;
    iVar4 = DAT_003a55f4 * -0x238 - s_SavedModelInfo;
    iVar2 = iVar1;
    do {
      iVar3 = iVar3 + -1;
      *(undefined4 *)(iVar2 + 0x20) = 0;
      *(int *)(iVar4 + iVar2 + 0x58 + iVar1) = iVar2;
      iVar2 = iVar2 + -0x238;
    } while (iVar3 != -1);
  }
  DAT_003a55f4 = 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)