L L4D2node

CSheetSimulator::ClearForces

0x004afc40 · 69 bytes · __thiscall

_ZN15CSheetSimulator11ClearForcesEv

Decompiled

undefined (1 param)

/* CSheetSimulator::ClearForces() */

void __thiscall CSheetSimulator::ClearForces(CSheetSimulator *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  iVar3 = 0;
  if (0 < *(int *)this * *(int *)(this + 4)) {
    do {
      iVar2 = iVar2 + 1;
      iVar1 = *(int *)(this + 8) + iVar3;
      iVar3 = iVar3 + 0x34;
      *(undefined4 *)(iVar1 + 0x1c) = 0;
      *(undefined4 *)(iVar1 + 0x20) = 0;
      *(undefined4 *)(iVar1 + 0x24) = 0;
    } while (iVar2 < *(int *)this * *(int *)(this + 4));
  }
  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)