L L4D2node

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 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)