CResponseSystem::ResetResponseGroups
0x005b5150 · 109 bytes · __thiscall
_ZN15CResponseSystem19ResetResponseGroupsEv
Decompiled
undefined (1 param)
/* CResponseSystem::ResetResponseGroups() */
void __thiscall CResponseSystem::ResetResponseGroups(CResponseSystem *this)
{
ushort uVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
iVar5 = 0;
uVar1 = *(ushort *)(this + 0x1e);
if (uVar1 != 0) {
do {
iVar4 = 0;
iVar2 = 0;
iVar3 = iVar5 * 0x20 + *(int *)(this + 0x10);
*(undefined1 *)(iVar3 + 0x1c) = 1;
*(undefined1 *)(iVar3 + 0x1d) = 0;
*(undefined1 *)(iVar3 + 0x1e) = 1;
if (0 < *(int *)(iVar3 + 0x14)) {
do {
iVar2 = iVar2 + 1;
*(undefined1 *)(*(int *)(iVar3 + 0xc) + 0x2e + iVar4) = 0;
iVar4 = iVar4 + 0x50;
} while (iVar2 < *(int *)(iVar3 + 0x14));
}
iVar5 = iVar5 + 1;
} while (iVar5 < (int)(uint)uVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.