L L4D2node

netadr_s::Clear

0x000480d0 · 36 bytes · __thiscall

_ZN8netadr_s5ClearEv

Decompiled

undefined (1 param)

/* netadr_s::Clear() */

void __thiscall netadr_s::Clear(netadr_s *this)

{
  this[7] = (netadr_s)0x0;
  this[6] = (netadr_s)0x0;
  this[5] = (netadr_s)0x0;
  this[4] = (netadr_s)0x0;
  *(undefined2 *)(this + 8) = 0;
  *(undefined4 *)this = 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)