L L4D2node

CGameEventManagerOld::Reset

0x00166890 · 19 bytes · __cdecl

_ZN20CGameEventManagerOld5ResetEv

Decompiled

undefined (0 params)

/* CGameEventManagerOld::Reset() */

void CGameEventManagerOld::Reset(void)

{
  undefined4 *puStack00000004;
  
  puStack00000004 = &s_GameEventManager;
                    /* WARNING: Could not recover jumptable at 0x001668a1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(s_GameEventManager + 0xc))();
  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)