L L4D2node

CGameServer::Clear

0x00200580 · 374 bytes · __thiscall

_ZN11CGameServer5ClearEv

Decompiled

undefined (1 param)

/* CGameServer::Clear() */

void __thiscall CGameServer::Clear(CGameServer *this)

{
  void *pvVar1;
  int *piVar2;
  int iVar3;
  
  *(undefined4 *)(this + 0x2d364) = 0;
  *(undefined4 *)(this + 0x2d36c) = 0;
  *(undefined4 *)(this + 0x2d368) = 0;
  *(undefined4 *)(this + 0x2d370) = 0;
  this[0x226] = (CGameServer)0x0;
  this[0x1c8] = (CGameServer)0x0;
  CCommonHostState::SetWorldModel((CCommonHostState *)&host_state,(model_t *)0x0);
  _V_memset(this + 0x1c9,0,0x40);
  piVar2 = serverGameDLL;
  *(undefined4 *)(this + 0x20c) = 0;
  *(undefined4 *)(this + 0x210) = 0;
  *(undefined4 *)(this + 0x214) = 0;
  g_ServerGlobalVariables._80_4_ = 0;
  g_ServerGlobalVariables._88_4_ = 0;
  if (piVar2 != (int *)0x0) {
    for (iVar3 = (**(code **)(*piVar2 + 0x28))(piVar2); iVar3 != 0; iVar3 = *(int *)(iVar3 + 8)) {
      *(undefined4 *)(iVar3 + 0x10) = 0xffff;
    }
  }
  if (0 < *(int *)(this + 0x234)) {
    iVar3 = 0;
    do {
      pvVar1 = *(void **)(*(int *)(this + 0x228) + iVar3 * 4);
      if (pvVar1 != (void *)0x0) {
        if (*(void **)((int)pvVar1 + 0x14) != (void *)0x0) {
          operator_delete(*(void **)((int)pvVar1 + 0x14));
        }
        *(undefined ***)((int)pvVar1 + 0x1c) = &PTR__CEngineRecipientFilter_002ae5c8;
        *(undefined4 *)((int)pvVar1 + 0x30) = 0;
        CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
        *(undefined4 *)((int)pvVar1 + 0x34) = *(undefined4 *)((int)pvVar1 + 0x24);
        CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
        *(undefined ***)((int)pvVar1 + 0x1c) = &PTR__IRecipientFilter_002aa388;
        operator_delete(pvVar1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x234));
  }
  *(undefined4 *)(this + 0x234) = 0;
  CUtlMemory<CEventInfo*,int>::Purge((CUtlMemory<CEventInfo*,int> *)(this + 0x228));
  *(undefined4 *)(this + 0x238) = *(undefined4 *)(this + 0x228);
  CBaseServer::Clear((CBaseServer *)this);
  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)