L L4D2node

CGameClient::Clear

0x001eaad0 · 211 bytes · __thiscall

_ZN11CGameClient5ClearEv

Decompiled

undefined (1 param)

/* CGameClient::Clear() */

void __thiscall CGameClient::Clear(CGameClient *this)

{
  if ((this[0xbc] != (CGameClient)0x0) && (hltv != (int *)0x0)) {
    (**(code **)(*hltv + 0x14))(hltv);
  }
  CBaseClient::Clear((CBaseClient *)this);
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1d704),-1);
  *(undefined4 *)(this + 0x1d760) = 0;
  CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
  *(undefined4 *)(this + 0x1d740) = 0;
  *(undefined4 *)(this + 0x1d744) = 0;
  *(undefined4 *)(this + 0x1d750) = 0;
  *(undefined4 *)(this + 0x1d768) = 0;
  *(undefined4 *)(this + 0x1d764) = *(undefined4 *)(this + 0x1d754);
  this[0x1d73c] = (CGameClient)0x0;
  *(undefined4 *)(this + 0x1d748) = 0;
  *(undefined4 *)(this + 0x1d74c) = 0;
  *(undefined4 *)(this + 0x21ae4) = 0xbf800000;
  *(undefined8 *)(this + 0x21ae8) = 0xbff0000000000000;
  *(undefined4 *)(this + 0x21af0) = 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)