L L4D2node

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 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)