L L4D2node

CDecalEmitterSystem::Clear

0x00446a30 · 72 bytes · __thiscall

_ZN19CDecalEmitterSystem5ClearEv

Decompiled

undefined (1 param)

/* CDecalEmitterSystem::Clear() */

void __thiscall CDecalEmitterSystem::Clear(CDecalEmitterSystem *this)

{
  CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0x48));
  CUtlDict<CDecalEmitterSystem::DecalEntry,int>::RemoveAll
            ((CUtlDict<CDecalEmitterSystem::DecalEntry,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<CDecalEmitterSystem::DecalListEntry,int>::Purge
            ((CUtlMemory<CDecalEmitterSystem::DecalListEntry,int> *)(this + 0x10));
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlDict<int,int>::RemoveAll((CUtlDict<int,int> *)(this + 0x80));
  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)