L L4D2node

SV_ClearWorld

0x0023ed40 · 182 bytes · unknown

_Z13SV_ClearWorldv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SV_ClearWorld() */

void SV_ClearWorld(void)

{
  float *pfVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  
  piVar2 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0xb8))(g_pMDLCache);
                    /* try { // try from 0023ed59 to 0023ede3 has its CatchHandler @ 0023edf6 */
  piVar3 = (int *)StaticPropMgr();
  (**(code **)(*piVar3 + 0x14))(piVar3);
  iVar4 = 0;
  do {
    pfVar1 = (float *)(host_state + 0x118 + iVar4);
    if ((*pfVar1 <= -16384.0 && *pfVar1 != -16384.0) ||
       (16384.0 < *(float *)(host_state + 0x124 + iVar4))) {
      Host_EndGame(true,"Map coordinate extents are too large!!\nCheck for errors!\n");
    }
    iVar4 = iVar4 + 4;
  } while (iVar4 != 0xc);
  piVar3 = (int *)SpatialPartition();
  (**(code **)(*piVar3 + 0x88))(piVar3,host_state + 0x118,host_state + 0x124);
  piVar3 = (int *)StaticPropMgr();
  (**(code **)(*piVar3 + 8))(piVar3);
  (**(code **)(*piVar2 + 0xbc))(piVar2);
  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)