L L4D2node

vehicle_flushscript

0x00b33470 · 76 bytes · __cdecl

_ZL19vehicle_flushscriptRK8CCommand

Decompiled

undefined (1 param)

/* vehicle_flushscript(CCommand const&) */

void vehicle_flushscript(CCommand *param_1)

{
  int *piVar1;
  CBaseEntity *pCVar2;
  
  PhysFlushVehicleScripts();
  pCVar2 = (CBaseEntity *)0x0;
  while (pCVar2 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar2),
        pCVar2 != (CBaseEntity *)0x0) {
    piVar1 = (int *)(**(code **)(*(int *)pCVar2 + 0x18c))(pCVar2);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 0xe4))(piVar1);
    }
  }
  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)