L L4D2node

CStudioHdr::CActivityToSequenceMapping::Reinitialize

0x005a0290 · 87 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMapping12ReinitializeEPS_

Decompiled

undefined (2 params)

/* CStudioHdr::CActivityToSequenceMapping::Reinitialize(CStudioHdr*) */

void __thiscall
CStudioHdr::CActivityToSequenceMapping::Reinitialize
          (CActivityToSequenceMapping *this,CStudioHdr *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (*(void **)this != (void *)0x0) {
    operator_delete(*(void **)this);
    *(undefined4 *)this = 0;
  }
  iVar1 = *(int *)(this + 0x14);
  iVar3 = 0;
  iVar2 = 0;
  if (0 < iVar1) {
    do {
      iVar2 = iVar2 + 1;
      *(undefined4 *)(*(int *)(this + 8) + 0xc + iVar3) = 0;
      iVar3 = iVar3 + 0x14;
    } while (iVar2 != iVar1);
  }
  Initialize(this,param_1);
  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)