L L4D2node

CGameMovement::ResetGetWaterContensForPointCache

0x0045a180 · 47 bytes · __thiscall

_ZN13CGameMovement33ResetGetWaterContensForPointCacheEv

Decompiled

undefined (1 param)

/* CGameMovement::ResetGetWaterContensForPointCache() */

void __thiscall CGameMovement::ResetGetWaterContensForPointCache(CGameMovement *this)

{
  CGameMovement *pCVar1;
  CGameMovement *pCVar2;
  
  pCVar2 = this + 0x3c;
  do {
    pCVar1 = pCVar2;
    do {
      *(undefined4 *)pCVar1 = 0xffffd8f1;
      pCVar1 = pCVar1 + 0xc;
    } while (pCVar1 != pCVar2 + 0x180);
    pCVar2 = pCVar2 + 4;
  } while (pCVar2 != this + 0x48);
  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)