L L4D2node

CMeleeWeaponInfo::Clear

0x00543ae0 · 328 bytes · __thiscall

_ZN16CMeleeWeaponInfo5ClearEv

Decompiled

undefined (1 param)

/* CMeleeWeaponInfo::Clear() */

void __thiscall CMeleeWeaponInfo::Clear(CMeleeWeaponInfo *this)

{
  undefined4 uVar1;
  int iVar2;
  CMeleeWeaponInfo *pCVar3;
  
  *(undefined4 *)(this + 0xf8) = vec3_origin;
  uVar1 = DAT_01053d4c;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0xfc) = uVar1;
  uVar1 = DAT_01053d50;
  this[8] = (CMeleeWeaponInfo)0x0;
  *(undefined4 *)(this + 0x100) = uVar1;
  uVar1 = vec3_angle;
  this[0x58] = (CMeleeWeaponInfo)0x0;
  *(undefined4 *)(this + 0x104) = uVar1;
  uVar1 = DAT_01053d40;
  this[0x110] = (CMeleeWeaponInfo)0x0;
  *(undefined4 *)(this + 0x108) = uVar1;
  uVar1 = DAT_01053d44;
  this[0xa8] = (CMeleeWeaponInfo)0x0;
  *(undefined4 *)(this + 0x10c) = uVar1;
  *(undefined4 *)(this + 0x120) = 0x3f800000;
  *(undefined4 *)(this + 0x124) = 0x200000;
  *(undefined4 *)(this + 0x128) = 0xffffffff;
  this[300] = (CMeleeWeaponInfo)0x0;
  this[0x12d] = (CMeleeWeaponInfo)0x0;
  this[0x17d] = (CMeleeWeaponInfo)0x0;
  this[0x1cd] = (CMeleeWeaponInfo)0x0;
  this[0x21d] = (CMeleeWeaponInfo)0x0;
  this[0x2bd] = (CMeleeWeaponInfo)0x0;
  this[0x30d] = (CMeleeWeaponInfo)0x0;
  this[0x35d] = (CMeleeWeaponInfo)0x0;
  this[0x3ad] = (CMeleeWeaponInfo)0x0;
  this[0x3fd] = (CMeleeWeaponInfo)0x0;
  this[0x44d] = (CMeleeWeaponInfo)0x0;
  this[0x49d] = (CMeleeWeaponInfo)0x0;
  this[0x4ed] = (CMeleeWeaponInfo)0x0;
  this[0x53d] = (CMeleeWeaponInfo)0x0;
  this[0x58d] = (CMeleeWeaponInfo)0x0;
  pCVar3 = this + 0x5dd;
  for (iVar2 = 400; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + 4;
  }
  *(undefined4 *)(this + 0xc4c) = 0;
  *(undefined4 *)(this + 0xc48) = 0x22;
  *(undefined4 *)(this + 0xc2c) = 0;
  *(undefined4 *)(this + 0xc40) = 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)