L L4D2node

CUtlSymbolDataOps::MakeEmpty

0x006d7270 · 18 bytes · __thiscall

_ZN17CUtlSymbolDataOps9MakeEmptyERK22SaveRestoreFieldInfo_t

Decompiled

undefined (2 params)

/* CUtlSymbolDataOps::MakeEmpty(SaveRestoreFieldInfo_t const&) */

void __thiscall
CUtlSymbolDataOps::MakeEmpty(CUtlSymbolDataOps *this,SaveRestoreFieldInfo_t *param_1)

{
  **(undefined2 **)param_1 = 0xffff;
  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)