L L4D2node

CEdgeList::ResetActiveEdgeList

0x001cc270 · 60 bytes · __thiscall

_ZN9CEdgeList19ResetActiveEdgeListEv

Decompiled

undefined (1 param)

/* CEdgeList::ResetActiveEdgeList() */

void __thiscall CEdgeList::ResetActiveEdgeList(CEdgeList *this)

{
  undefined4 uVar1;
  
  *(undefined4 *)(this + 0x11c) = 0;
  uVar1 = *(undefined4 *)((uint)**(ushort **)(this + 0x30) * 0x30 + *(int *)this + 4);
  *(CEdgeList **)(this + 0x70) = this + 0x74;
  *(undefined4 *)(this + 0x120) = uVar1;
  *(CEdgeList **)(this + 0x9c) = this + 0x44;
  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)