IVision::Reset
0x0075bc00 · 277 bytes · __thiscall
_ZN7IVision5ResetEv
Decompiled
undefined (1 param)
/* IVision::Reset() */
void __thiscall IVision::Reset(IVision *this)
{
int iVar1;
int *piVar2;
undefined4 uVar3;
IVision *pIVar4;
int iVar5;
longdouble lVar6;
double dVar7;
iVar1 = gpGlobals;
iVar5 = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = *(undefined4 *)(iVar1 + 0x1c);
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
uVar3 = (**(code **)(*piVar2 + 0xc4))(piVar2);
*(undefined4 *)(this + 0x14) = uVar3;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x40) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0;
lVar6 = (longdouble)(**(code **)(*(int *)this + 0xe8))(this);
*(float *)(this + 0x24) = (float)lVar6;
dVar7 = cos((double)((float)lVar6 * 0.5) * 0.017453292519943295);
*(float *)(this + 0x28) = (float)dVar7;
pIVar4 = this + 0x48;
do {
while (*(float *)(this + (int)(pIVar4 + (4 - (int)this))) != -1.0) {
iVar5 = iVar5 + 1;
(**(code **)(*(int *)pIVar4 + 4))(pIVar4);
*(undefined4 *)(this + (int)(pIVar4 + (4 - (int)this))) = 0xbf800000;
pIVar4 = pIVar4 + 8;
if (iVar5 == 0x20) {
return;
}
}
iVar5 = iVar5 + 1;
pIVar4 = pIVar4 + 8;
} while (iVar5 != 0x20);
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.