L L4D2node

CLog::Reset

0x001f9b00 · 91 bytes · __thiscall

_ZN4CLog5ResetEv

Decompiled

undefined (1 param)

/* CLog::Reset() */

void __thiscall CLog::Reset(CLog *this)

{
  int *piVar1;
  int iVar2;
  double dVar3;
  
  dVar3 = (double)realtime;
  *(undefined4 *)(this + 0x18) = 0;
  *(double *)(this + 0x24) = dVar3;
  *(undefined4 *)(this + 0x20) = 0;
  this[8] = (CLog)0x0;
  this[0x2c] = (CLog)0x0;
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0xc))(piVar1,"-flushlog",0);
  if (iVar2 != 0) {
    this[0x2c] = (CLog)0x1;
  }
  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)