L L4D2node

INextBot::Reset

0x00754110 · 199 bytes · __thiscall

_ZN8INextBot5ResetEv

Decompiled

undefined (1 param)

/* INextBot::Reset() */

void __thiscall INextBot::Reset(INextBot *this)

{
  float fVar1;
  int *piVar2;
  
  *(undefined4 *)(this + 0x10) = 0xfffffc19;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  if (*(float *)(this + 0x38) == -1.0) {
    fVar1 = *(float *)(this + 0x30);
  }
  else {
    (**(code **)(*(int *)(this + 0x34) + 4))(this + 0x34,this + 0x38);
    fVar1 = *(float *)(this + 0x30);
    *(undefined4 *)(this + 0x38) = 0xbf800000;
  }
  if (fVar1 != -1.0) {
    (**(code **)(*(int *)(this + 0x28) + 4))(this + 0x28,this + 0x30);
    *(undefined4 *)(this + 0x30) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x1c) = vec3_origin;
  *(undefined4 *)(this + 0x20) = DAT_01053d4c;
  *(undefined4 *)(this + 0x24) = DAT_01053d50;
  for (piVar2 = *(int **)(this + 4); piVar2 != (int *)0x0; piVar2 = (int *)piVar2[4]) {
    (**(code **)(*piVar2 + 0xa4))(piVar2);
  }
  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)