L L4D2node

CL4DGameStats::Clear

0x008e0bc0 · 232 bytes · __thiscall

_ZN13CL4DGameStats5ClearEv

Decompiled

undefined (1 param)

/* CL4DGameStats::Clear() */

void __thiscall CL4DGameStats::Clear(CL4DGameStats *this)

{
  int iVar1;
  
  this[0x70] = (CL4DGameStats)0x0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  ResetWeaponStats(this);
  L4D_Map_Stat_Data::Reset((L4D_Map_Stat_Data *)(this + 0x3a4));
  CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
  ::PurgeAndDeleteElements
            ((CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
              *)(this + 0x388));
  *(undefined4 *)(this + 0x494) = 0;
  CUtlMemory<L4D_ChokePounce_Stat_Data,int>::Purge
            ((CUtlMemory<L4D_ChokePounce_Stat_Data,int> *)(this + 0x488));
  *(undefined4 *)(this + 0x4a8) = 0;
  *(undefined4 *)(this + 0x498) = *(undefined4 *)(this + 0x488);
  CUtlMemory<L4D_Death_Position_Data,int>::Purge
            ((CUtlMemory<L4D_Death_Position_Data,int> *)(this + 0x49c));
  *(undefined4 *)(this + 0x4bc) = 0;
  *(undefined4 *)(this + 0x4ac) = *(undefined4 *)(this + 0x49c);
  CUtlMemory<L4D2_StuckPosition_Data,int>::Purge
            ((CUtlMemory<L4D2_StuckPosition_Data,int> *)(this + 0x4b0));
  *(undefined4 *)(this + 0x4c0) = *(undefined4 *)(this + 0x4b0);
  iVar1 = 0;
  do {
    *(undefined4 *)(this + iVar1 * 4 + 0x4cc) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 7);
  *(undefined4 *)(this + 0x4d8) = 0xffffffff;
  *(undefined4 *)(this + 0x4dc) = 0xffffffff;
  this[0x4e8] = (CL4DGameStats)0x0;
  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)