Map_VisClear
0x001a1020 · 97 bytes · unknown
_Z12Map_VisClearv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Map_VisClear() */
void Map_VisClear(void)
{
undefined4 *puVar1;
undefined4 *puVar2;
vis = 1;
DAT_003a8f44 = 1;
puVar1 = &DAT_003a8f50;
do {
puVar1[2] = 0xfffffffe;
puVar2 = puVar1 + 5;
*puVar1 = 0;
puVar1[-1] = 0;
puVar1[-2] = 0;
puVar1[1] = 0xfffffffe;
puVar1 = puVar2;
} while (puVar2 != (undefined4 *)&DAT_003a91d0);
CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
*)&viscache);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.