L L4D2node

CTerrorGameRules::ResetScriptedHUD

0x00508e50 · 1040 bytes · __thiscall

_ZN16CTerrorGameRules16ResetScriptedHUDEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::ResetScriptedHUD() */

void __thiscall CTerrorGameRules::ResetScriptedHUD(CTerrorGameRules *this)

{
  int iVar1;
  CTerrorGameRules *pCVar2;
  int iVar3;
  char *pcVar4;
  int in_GS_OFFSET;
  byte bVar5;
  CTerrorGameRules *local_d4;
  CTerrorGameRules *local_d0;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined4 local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_b0;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  char local_a0 [128];
  int local_20;
  
  bVar5 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(float *)(this + 0x49c) != 0.0) {
    CGameRulesProxy::NotifyNetworkStateChanged();
    *(undefined4 *)(this + 0x49c) = 0;
  }
  iVar3 = 0;
  local_d4 = this + 0x674;
  local_d0 = local_d4;
  do {
    local_c8 = 0;
    iVar1 = memcmp(this + iVar3 + 0x4a0,&local_c8,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x4a0) = 0;
    }
    local_c4 = 0;
    iVar1 = memcmp(this + iVar3 + 0x4dc,&local_c4,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x4dc) = 0;
    }
    local_c0 = 0;
    iVar1 = memcmp(this + iVar3 + 0x518,&local_c0,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x518) = 0;
    }
    local_bc = 0;
    iVar1 = memcmp(this + iVar3 + 0x554,&local_bc,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x554) = 0;
    }
    local_b8 = 0;
    iVar1 = memcmp(this + iVar3 + 0x590,&local_b8,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x590) = 0;
    }
    local_b4 = 0;
    iVar1 = memcmp(this + iVar3 + 0x5cc,&local_b4,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x5cc) = 0;
    }
    local_b0 = 0;
    iVar1 = memcmp(this + iVar3 + 0x608,&local_b0,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(this + iVar3 + 0x608) = 0;
    }
    V_strncpy(local_a0,"",0x80);
    iVar1 = memcmp(local_d0,local_a0,0x80);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      pcVar4 = local_a0;
      pCVar2 = local_d4;
      for (iVar1 = 0x20; iVar1 != 0; iVar1 = iVar1 + -1) {
        *(undefined4 *)pCVar2 = *(undefined4 *)pcVar4;
        pcVar4 = pcVar4 + ((uint)bVar5 * -2 + 1) * 4;
        pCVar2 = pCVar2 + (uint)bVar5 * -8 + 4;
      }
    }
    local_d4 = local_d4 + 0x80;
    iVar3 = iVar3 + 4;
    local_d0 = local_d0 + 0x80;
  } while (iVar3 != 0x3c);
  pCVar2 = this + 0x644;
  iVar3 = 0;
  do {
    local_a4 = 0;
    iVar1 = memcmp(pCVar2,&local_a4,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)pCVar2 = 0;
    }
    local_ac = 0;
    iVar1 = memcmp(pCVar2 + 0x10,&local_ac,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(pCVar2 + 0x10) = 0;
    }
    local_a8 = 0;
    iVar1 = memcmp(pCVar2 + 0x20,&local_a8,4);
    if (iVar1 != 0) {
      CGameRulesProxy::NotifyNetworkStateChanged();
      *(undefined4 *)(pCVar2 + 0x20) = 0;
    }
    iVar1 = iVar3 + 1;
    pCVar2 = pCVar2 + 4;
    SetScriptedHUDTimerReset(this,iVar3);
    iVar3 = iVar1;
  } while (iVar1 != 4);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)