L L4D2node

CDmxElementDictionary::Clear

0x00becf00 · 84 bytes · __thiscall

_ZN21CDmxElementDictionary5ClearEv

Decompiled

undefined (1 param)

/* CDmxElementDictionary::Clear() */

void __thiscall CDmxElementDictionary::Clear(CDmxElementDictionary *this)

{
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CDmxElementDictionary::DictInfo_t,int>::Purge
            ((CUtlMemory<CDmxElementDictionary::DictInfo_t,int> *)this);
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
            ((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int>::Purge
            ((CUtlMemory<CDmxElementDictionary::AttributeInfo_t,int> *)(this + 0x28));
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
  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)