L L4D2node

ClearMultiDamage

0x004c8030 · 102 bytes · unknown

_Z16ClearMultiDamagev

Decompiled

undefined (0 params)

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

void ClearMultiDamage(void)

{
  _DAT_00f9e2e0 = 0xffffffff;
  CTakeDamageInfo::Init
            ((CTakeDamageInfo *)&g_MultiDamage,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
             (CBaseEntity *)0x0,(Vector *)&vec3_origin,(Vector *)&vec3_origin,(Vector *)&vec3_origin
             ,0.0,0,0);
  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)