L L4D2node

CGlobalState::Reset

0x006d6f70 · 50 bytes · __thiscall

_ZN12CGlobalState5ResetEv

Decompiled

undefined (1 param)

/* CGlobalState::Reset() */

void __thiscall CGlobalState::Reset(CGlobalState *this)

{
  *(undefined4 *)(this + 0x54) = 0;
  CUtlMemory<globalentity_t,int>::Purge((CUtlMemory<globalentity_t,int> *)(this + 0x48));
  *(undefined4 *)(this + 0x58) = *(undefined4 *)(this + 0x48);
  CUtlSymbolTable::RemoveAll((CUtlSymbolTable *)(this + 0xc));
  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)