ILocomotion::Reset
0x00755980 · 219 bytes · __thiscall
_ZN11ILocomotion5ResetEv
Decompiled
undefined (1 param)
/* ILocomotion::Reset() */
void __thiscall ILocomotion::Reset(ILocomotion *this)
{
undefined4 uVar1;
int iVar2;
iVar2 = gpGlobals;
*(undefined4 *)(this + 4) = 0;
uVar1 = *(undefined4 *)(iVar2 + 0x1c);
*(undefined4 *)(this + 0x14) = 0x3f800000;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 8) = uVar1;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x20) = 0x3f800000;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x30) = 0;
if (*(float *)(this + 0x5c) != -1.0) {
(**(code **)(*(int *)(this + 0x58) + 4))(this + 0x58,this + 0x5c);
*(undefined4 *)(this + 0x5c) = 0xbf800000;
}
this[0x34] = (ILocomotion)0x0;
if (*(float *)(this + 0x3c) != -1.0) {
(**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x3c);
*(undefined4 *)(this + 0x3c) = 0xbf800000;
}
*(undefined4 *)(this + 0x4c) = vec3_origin;
*(undefined4 *)(this + 0x50) = DAT_01053d4c;
*(undefined4 *)(this + 0x54) = DAT_01053d50;
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.