L L4D2node

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 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)