PlayerBody::Reset
0x0076a270 · 331 bytes · __thiscall
_ZN10PlayerBody5ResetEv
Decompiled
undefined (1 param)
/* PlayerBody::Reset() */
void __thiscall PlayerBody::Reset(PlayerBody *this)
{
undefined4 uVar1;
*(undefined4 *)(this + 0x50) = vec3_origin;
uVar1 = DAT_01053d4c;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x54) = uVar1;
uVar1 = DAT_01053d50;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x58) = uVar1;
*(undefined4 *)(this + 0x5c) = 0xffffffff;
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x60) = 0;
if (*(float *)(this + 0x6c) != -1.0) {
(**(code **)(*(int *)(this + 100) + 4))(this + 100,this + 0x6c);
*(undefined4 *)(this + 0x6c) = 0xbf800000;
}
if (*(float *)(this + 0x74) != -1.0) {
(**(code **)(*(int *)(this + 0x70) + 4))(this + 0x70,this + 0x74);
*(undefined4 *)(this + 0x74) = 0xbf800000;
}
this[0x7c] = (PlayerBody)0x0;
this[0x7d] = (PlayerBody)0x0;
if (*(float *)(this + 0x90) != -1.0) {
(**(code **)(*(int *)(this + 0x8c) + 4))(this + 0x8c,this + 0x90);
*(undefined4 *)(this + 0x90) = 0xbf800000;
}
uVar1 = vec3_angle;
*(undefined4 *)(this + 0x80) = 0;
*(undefined4 *)(this + 0x84) = 0;
*(undefined4 *)(this + 0x94) = uVar1;
uVar1 = DAT_01053d40;
*(undefined4 *)(this + 0x88) = 0x3e800000;
*(undefined4 *)(this + 0x98) = uVar1;
*(undefined4 *)(this + 0x9c) = DAT_01053d44;
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.