L L4D2node

NextBotManager::Reset

0x00758ca0 · 105 bytes · __thiscall

_ZN14NextBotManager5ResetEv

Decompiled

undefined (1 param)

/* NextBotManager::Reset() */

void __thiscall NextBotManager::Reset(NextBotManager *this)

{
  int iVar1;
  int *piVar2;
  char cVar3;
  undefined4 *puVar4;
  CBaseEntity *pCVar5;
  uint uVar6;
  
  uVar6 = (uint)*(ushort *)(this + 0x10);
  while (uVar6 != 0xffff) {
    while( true ) {
      iVar1 = uVar6 * 8;
      puVar4 = (undefined4 *)(*(int *)(this + 4) + iVar1);
      uVar6 = (uint)*(ushort *)((int)puVar4 + 6);
      piVar2 = (int *)*puVar4;
      cVar3 = (**(code **)(*piVar2 + 0xb0))(piVar2);
      if (cVar3 == '\0') break;
      piVar2 = *(int **)(*(int *)(this + 4) + iVar1);
      pCVar5 = (CBaseEntity *)(**(code **)(*piVar2 + 0xb4))(piVar2);
      UTIL_Remove(pCVar5);
      if (uVar6 == 0xffff) goto LAB_00758cfa;
    }
  }
LAB_00758cfa:
  *(undefined4 *)(this + 0x4c) = 0;
  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)