L L4D2node

ActivityList_Free

0x003f70e0 · 71 bytes · unknown

_Z17ActivityList_Freev

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ActivityList_Free() */

void ActivityList_Free(void)

{
  CStringRegistry::ClearStrings((CStringRegistry *)&g_ActivityStrings);
  DAT_00f72d70 = 0;
  CUtlMemory<activitylist_t,int>::Purge((CUtlMemory<activitylist_t,int> *)&g_ActivityList);
  _DAT_00f72d74 = g_ActivityList;
  CUtlDict<CActivityRemapCache,int>::RemoveAll
            ((CUtlDict<CActivityRemapCache,int> *)&m_ActivityRemapDatabase);
  g_nActivityListVersion = g_nActivityListVersion + 1;
  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)