L L4D2node

CTraceListData::Reset

0x0015cdb0 · 116 bytes · __thiscall

_ZN14CTraceListData5ResetEv

Decompiled

undefined (1 param)

/* CTraceListData::Reset() */

void __thiscall CTraceListData::Reset(CTraceListData *this)

{
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0xf0) = 0;
  *(undefined4 *)(this + 0x308) = 0;
  *(undefined4 *)(this + 0x520) = 0;
  *(undefined4 *)(this + 0x528) = 0;
  *(undefined4 *)(this + 0x52c) = 0;
  *(undefined4 *)(this + 0x530) = 0;
  *(undefined4 *)(this + 0x534) = 0;
  *(undefined4 *)(this + 0x538) = 0;
  *(undefined4 *)(this + 0x53c) = 0;
  *(undefined4 *)(this + 0x540) = 0;
  this[0x544] = (CTraceListData)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)