L L4D2node

TerrorResetNoRepeatResponses

0x005b6300 · 79 bytes · unknown

_Z28TerrorResetNoRepeatResponsesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* TerrorResetNoRepeatResponses() */

void TerrorResetNoRepeatResponses(void)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = DAT_00fbc49a - 1;
  iVar3 = iVar2 * 0x10;
  for (; iVar2 != -1; iVar2 = iVar2 + -1) {
    puVar1 = (undefined4 *)(DAT_00fbc48c + 0xc + iVar3);
    iVar3 = iVar3 + -0x10;
    CResponseSystem::ResetResponseGroups((CResponseSystem *)*puVar1);
  }
  CResponseSystem::ResetResponseGroups((CResponseSystem *)&defaultresponsesytem);
  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)