L L4D2node

PlayerLocomotion::Reset

0x0076d3c0 · 206 bytes · __thiscall

_ZN16PlayerLocomotion5ResetEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::Reset() */

void __thiscall PlayerLocomotion::Reset(PlayerLocomotion *this)

{
  int *piVar1;
  undefined4 uVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  uVar2 = (**(code **)(*piVar1 + 0xb4))(piVar1);
  this[0x70] = (PlayerLocomotion)0x0;
  *(undefined4 *)(this + 0x6c) = uVar2;
  this[0x80] = (PlayerLocomotion)0x0;
  this[0x81] = (PlayerLocomotion)0x0;
  this[0x90] = (PlayerLocomotion)0x0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0xa4) = 0;
  *(undefined4 *)(this + 0xa8) = 0;
  *(undefined4 *)(this + 0xac) = 0;
  if (*(float *)(this + 0xb8) != -1.0) {
    (**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb8);
    *(undefined4 *)(this + 0xb8) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x9c) = 0;
  *(undefined4 *)(this + 0xa0) = 0x4b189680;
  *(undefined4 *)(this + 0x94) = 0x3e800000;
  ILocomotion::Reset((ILocomotion *)this);
  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)