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 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.