L L4D2node

CHintMessageTimers::Reset

0x00466bf0 · 143 bytes · __thiscall

_ZN18CHintMessageTimers5ResetEv

Decompiled

undefined (1 param)

/* CHintMessageTimers::Reset() */

void __thiscall CHintMessageTimers::Reset(CHintMessageTimers *this)

{
  void *pvVar1;
  void *pvVar2;
  int iVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0xc)) {
    iVar4 = 0;
    do {
      pvVar1 = *(void **)(*(int *)this + iVar4 * 4);
      if (pvVar1 != (void *)0x0) {
        iVar3 = 0;
        if (0 < *(int *)((int)pvVar1 + 0x20)) {
          do {
            pvVar2 = *(void **)(*(int *)((int)pvVar1 + 0x14) + iVar3 * 4);
            if (pvVar2 != (void *)0x0) {
              operator_delete__(pvVar2);
            }
            iVar3 = iVar3 + 1;
          } while (iVar3 < *(int *)((int)pvVar1 + 0x20));
        }
        *(undefined4 *)((int)pvVar1 + 0x20) = 0;
        CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)((int)pvVar1 + 0x14));
        *(undefined4 *)((int)pvVar1 + 0x24) = *(undefined4 *)((int)pvVar1 + 0x14);
        CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)((int)pvVar1 + 0x14));
        operator_delete(pvVar1);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)(this + 0xc));
  }
  *(undefined4 *)(this + 0xc) = 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)