L L4D2node

CDataManagerBase::Purge

0x00bdbb10 · 26 bytes · __thiscall

_ZN16CDataManagerBase5PurgeEj

Decompiled

undefined (2 params)

/* CDataManagerBase::Purge(unsigned int) */

void __thiscall CDataManagerBase::Purge(CDataManagerBase *this,uint param_1)

{
  if (*(uint *)(this + 8) <= param_1) {
    param_1 = *(uint *)(this + 8);
  }
  EnsureCapacity(this,param_1);
  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)