L L4D2node

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 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)