L L4D2node

ResetTransitionedEntities

0x00866be0 · 300 bytes · unknown

_Z25ResetTransitionedEntitiesv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ResetTransitionedEntities() */

void ResetTransitionedEntities(void)

{
  int *piVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  if (0 < DAT_00ffc7e4) {
    do {
      piVar1 = *(int **)(g_SavedWeapons + iVar3 * 4);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 4))(piVar1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_00ffc7e4);
  }
  iVar3 = 0;
  DAT_00ffc7e4 = 0;
  CUtlMemory<SavedWeapon*,int>::Purge((CUtlMemory<SavedWeapon*,int> *)&g_SavedWeapons);
  _DAT_00ffc7e8 = g_SavedWeapons;
  if (0 < DAT_00ffc7f8) {
    do {
      piVar1 = *(int **)(g_SavedWeaponSpawns + iVar3 * 4);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 4))(piVar1);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_00ffc7f8);
  }
  DAT_00ffc7f8 = 0;
  CUtlMemory<SavedWeaponSpawn*,int>::Purge
            ((CUtlMemory<SavedWeaponSpawn*,int> *)&g_SavedWeaponSpawns);
  _DAT_00ffc7fc = g_SavedWeaponSpawns;
  iVar3 = DAT_00ffc7d0 + -1;
  iVar4 = iVar3 * 8;
  if (-1 < iVar3) {
    do {
      iVar3 = iVar3 + -1;
      puVar2 = (undefined4 *)(g_SavedPropPhysics + iVar4);
      iVar4 = iVar4 + -8;
      (**(code **)*puVar2)(puVar2);
    } while (iVar3 != -1);
  }
  DAT_00ffc7d0 = 0;
  CUtlMemory<SavedPropPhysics,int>::Purge((CUtlMemory<SavedPropPhysics,int> *)&g_SavedPropPhysics);
  g_bNeedRestore = 0;
  s_landmarkName[0] = 0;
  s_landmarkPosition._0_4_ = 0;
  s_landmarkPosition._4_4_ = 0;
  _DAT_00ffc7d4 = g_SavedPropPhysics;
  s_landmarkPosition._8_4_ = 0;
  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)