L L4D2node

HintClear

0x004670d0 · 84 bytes · unknown

_Z9HintClearv

Decompiled

undefined (0 params)

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

void HintClear(void)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)UTIL_GetCommandClient();
  if (piVar1 != (int *)0x0) {
    iVar2 = (**(code **)(*piVar1 + 0x74c))(piVar1);
    if (iVar2 != 0) {
      iVar2 = (**(code **)(*piVar1 + 0x74c))(piVar1);
      if (*(void **)(iVar2 + 0x14) != (void *)0x0) {
        memset(*(void **)(iVar2 + 0x14),0,(uint)*(ushort *)(iVar2 + 0xe) << 2);
      }
    }
  }
  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)