CFriendlyFireAwardTemplate::Reset
0x00850110 · 183 bytes · __thiscall
_ZN26CFriendlyFireAwardTemplate5ResetEv
Decompiled
undefined (1 param)
/* CFriendlyFireAwardTemplate::Reset() */
void __thiscall CFriendlyFireAwardTemplate::Reset(CFriendlyFireAwardTemplate *this)
{
int iVar1;
iVar1 = CCSPlayer::GetBulletGroup();
*(int *)(this + 0x10) = iVar1 + -1;
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x14));
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x30));
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x4c));
CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
*)(this + 0x68));
if (*(float *)(this + 0x88) != -1.0) {
(**(code **)(*(int *)(this + 0x84) + 4))(this + 0x84,this + 0x88);
*(undefined4 *)(this + 0x88) = 0xbf800000;
}
if (*(float *)(this + 0x90) != -1.0) {
(**(code **)(*(int *)(this + 0x8c) + 4))(this + 0x8c,this + 0x90);
*(undefined4 *)(this + 0x90) = 0xbf800000;
}
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.