L L4D2node

SV_ResetPVS

0x001fc7a0 · 104 bytes · __cdecl

_Z11SV_ResetPVSPhi

Decompiled

undefined (2 params)

/* SV_ResetPVS(unsigned char*, int) */

void SV_ResetPVS(uchar *param_1,int param_2)

{
  int iVar1;
  
  s_pFatPVS = param_1;
  iVar1 = CM_NumClusters();
  s_FatBytes = iVar1 + 7 >> 3;
  if (param_2 < s_FatBytes) {
    Sys_Error("SV_ResetPVS:  Size %i too big for buffer %i\n",s_FatBytes,param_2);
  }
  _V_memset(s_pFatPVS,0,s_FatBytes);
  DAT_003b7894 = 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)