L L4D2node

CNetChan::Reset

0x001ad990 · 67 bytes · __thiscall

_ZN8CNetChan5ResetEv

Decompiled

undefined (1 param)

/* CNetChan::Reset() */

void __thiscall CNetChan::Reset(CNetChan *this)

{
  bf_write::Reset((bf_write *)(this + 0x44));
  bf_write::Reset((bf_write *)(this + 0x20));
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x4238) = 1;
  *(undefined8 *)(this + 0xb4) = 0;
  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)