L L4D2node

KeyValues::Clear

0x00044110 · 52 bytes · __thiscall

_ZN9KeyValues5ClearEv

Decompiled

undefined (1 param)

/* KeyValues::Clear() */

void __thiscall KeyValues::Clear(KeyValues *this)

{
  KeyValues *this_00;
  void *in_stack_ffffffe8;
  
  this_00 = *(KeyValues **)(this + 0x20);
  if (this_00 != (KeyValues *)0x0) {
    ~KeyValues(this_00);
    operator_delete(this_00,in_stack_ffffffe8);
  }
  *(undefined4 *)(this + 0x20) = 0;
  this[0x10] = (KeyValues)0x0;
  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)