L L4D2node

CCSPlayer::ResetDamageCounters

0x0065ba10 · 43 bytes · __thiscall

_ZN9CCSPlayer19ResetDamageCountersEv

Decompiled

undefined (1 param)

/* CCSPlayer::ResetDamageCounters() */

void __thiscall CCSPlayer::ResetDamageCounters(CCSPlayer *this)

{
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::PurgeAndDeleteElements
            ((CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
              *)(this + 0x29b8));
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::PurgeAndDeleteElements
            ((CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
              *)(this + 0x29e0));
  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)