L L4D2node

clear_debug_overlays

0x007487c0 · 84 bytes · __cdecl

_ZL20clear_debug_overlaysRK8CCommand

Decompiled

undefined (1 param)

/* clear_debug_overlays(CCommand const&) */

void clear_debug_overlays(CCommand *param_1)

{
  CBaseEntity *pCVar1;
  
  for (pCVar1 = (CBaseEntity *)
                CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0);
      pCVar1 != (CBaseEntity *)0x0;
      pCVar1 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar1)) {
    *(undefined4 *)(pCVar1 + 0x110) = 0;
  }
  if (debugoverlay == (int *)0x0) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00748810. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*debugoverlay + 0x40))();
  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)