L L4D2node

CDebugHistory::ClearHistories

0x0068c8e0 · 73 bytes · __thiscall

_ZN13CDebugHistory14ClearHistoriesEv

Decompiled

undefined (1 param)

/* CDebugHistory::ClearHistories() */

void __thiscall CDebugHistory::ClearHistories(CDebugHistory *this)

{
  int iVar1;
  CDebugHistory *__s;
  
  iVar1 = 0;
  __s = this + 0x440;
  do {
    memset(__s,0,0x3e800);
    *(CDebugHistory **)(this + iVar1 * 4 + 0x138c40) = __s;
    iVar1 = iVar1 + 1;
    __s = __s + 0x3e800;
  } while (iVar1 != 5);
  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)