L L4D2node

FoundryHelpers_ClearEntityHighlightEffects

0x006aa1c0 · 99 bytes · unknown

_Z42FoundryHelpers_ClearEntityHighlightEffectsv

Decompiled

undefined (0 params)

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

void FoundryHelpers_ClearEntityHighlightEffects(void)

{
  undefined **local_2c [8];
  
  if (g_TEFoundryHelpers._12_4_ != -1) {
    g_TEFoundryHelpers._12_4_ = 0xffffffff;
  }
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 006aa1f0 to 006aa1f4 has its CatchHandler @ 006aa223 */
  CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_2c);
                    /* try { // try from 006aa208 to 006aa20c has its CatchHandler @ 006aa235 */
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEFoundryHelpers,(IRecipientFilter *)local_2c,0.0);
  local_2c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
  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)