L L4D2node

CEdgeList::ClearCurrentSurfaceList

0x001cc2b0 · 65 bytes · __thiscall

_ZN9CEdgeList23ClearCurrentSurfaceListEv

Decompiled

undefined (1 param)

/* CEdgeList::ClearCurrentSurfaceList() */

longdouble __thiscall CEdgeList::ClearCurrentSurfaceList(CEdgeList *this)

{
  float fVar1;
  
  *(int *)(this + 0x124) = *(int *)(this + 0x70);
  fVar1 = *(float *)(*(int *)(this + 0x70) + 0x20);
  *(CEdgeList **)(this + 0xe8) = this + 0xf4;
  *(float *)(this + 0x128) = fVar1;
  *(CEdgeList **)(this + 0x10c) = this + 0xcc;
  return (longdouble)fVar1;
}

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)