L L4D2node

InvalidateQueryCache

0x0049d1e0 · 109 bytes · unknown

_Z20InvalidateQueryCachev

Decompiled

undefined (0 params)

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

void InvalidateQueryCache(void)

{
  undefined4 *puVar1;
  int iVar2;
  undefined4 *puVar3;
  int iVar4;
  
  puVar1 = &s_HashChains;
  do {
    *puVar1 = 0;
    puVar1 = puVar1 + 1;
  } while ((undefined4 **)puVar1 != &s_VictimList);
  puVar3 = (undefined4 *)&DAT_00f816e8;
  puVar1 = (undefined4 *)0x0;
  iVar4 = 0;
  do {
    *puVar3 = 0;
    s_VictimList = &s_QCache + iVar4 * 0x1a;
    (&s_QCache)[iVar4 * 0x1a] = puVar1;
    if (puVar1 != (undefined4 *)0x0) {
      puVar1[1] = s_VictimList;
    }
    iVar2 = iVar4 + 1;
    puVar3 = puVar3 + 0x1a;
    (&DAT_00f816e4)[iVar4 * 0x1a] = 0;
    puVar1 = s_VictimList;
    iVar4 = iVar2;
  } while (iVar2 != 0x400);
  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)