L L4D2node

ResetWindspeed

0x0044b410 · 71 bytes · unknown

_Z14ResetWindspeedv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ResetWindspeed() */

void ResetWindspeed(void)

{
  int *piVar1;
  ushort uVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = s_windControllers;
  uVar2 = DAT_00f79fc0;
  while (uVar2 != 0xffff) {
    piVar1 = (int *)(iVar4 + (uint)uVar2 * 8);
    iVar3 = *piVar1;
    *(undefined4 *)(iVar3 + 0x48) = 0;
    *(undefined4 *)(iVar3 + 0x4c) = 0;
    *(undefined4 *)(iVar3 + 0x50) = 0;
    uVar2 = *(ushort *)((int)piVar1 + 6);
  }
  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)