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 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.