L L4D2node

NET_ClearLagData

0x001c25d0 · 35 bytes · __regparm3

_Z16NET_ClearLagDatai.part.15

Decompiled

undefined (1 param)

/* NET_ClearLagData(int) [clone .part.15] */

void __regparm3 NET_ClearLagData(int param_1)

{
  if ((&s_pLagData)[param_1] != 0) {
    NET_ClearLaggedList((netpacket_s **)(&s_pLagData + param_1));
  }
  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)