L L4D2node

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 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)