CDirectorScriptedEventManager::ResetNonVirtual
0x008b6250 · 402 bytes · __thiscall
_ZN29CDirectorScriptedEventManager15ResetNonVirtualEv
Decompiled
undefined (1 param)
/* CDirectorScriptedEventManager::ResetNonVirtual() */
void __thiscall CDirectorScriptedEventManager::ResetNonVirtual(CDirectorScriptedEventManager *this)
{
int iVar1;
ResetPanicEvent(this);
this[0x88] = (CDirectorScriptedEventManager)0x0;
this[0x8a] = (CDirectorScriptedEventManager)0x0;
this[0x8b] = (CDirectorScriptedEventManager)0x0;
*(undefined4 *)(this + 0x8c) = 0;
*(undefined4 *)(this + 0x9c) = 0;
*(undefined4 *)(this + 0xa0) = 0;
if (*(float *)(this + 0xac) != -1.0) {
(**(code **)(*(int *)(this + 0xa4) + 4))(this + 0xa4,this + 0xac);
*(undefined4 *)(this + 0xac) = 0xbf800000;
}
if (*(float *)(this + 0xb8) != -1.0) {
(**(code **)(*(int *)(this + 0xb0) + 4))(this + 0xb0,this + 0xb8);
*(undefined4 *)(this + 0xb8) = 0xbf800000;
}
this[0x110] = (CDirectorScriptedEventManager)0x0;
this[0x111] = (CDirectorScriptedEventManager)0x0;
*(undefined4 *)this = 5;
this[0x140] = (CDirectorScriptedEventManager)0x0;
this[0x141] = (CDirectorScriptedEventManager)0x0;
this[0x142] = (CDirectorScriptedEventManager)0x0;
if (*(float *)(this + 0x14c) != -1.0) {
(**(code **)(*(int *)(this + 0x144) + 4))(this + 0x144,this + 0x14c);
*(undefined4 *)(this + 0x14c) = 0xbf800000;
}
this[0x150] = (CDirectorScriptedEventManager)0x0;
if (*(float *)(this + 0x124) != -1.0) {
(**(code **)(*(int *)(this + 0x11c) + 4))(this + 0x11c,this + 0x124);
*(undefined4 *)(this + 0x124) = 0xbf800000;
}
iVar1 = TheDirector;
this[0x112] = (CDirectorScriptedEventManager)0x0;
*(undefined4 *)(this + 4) = 0x12;
CDirectorChallengeMode::ResetNonVirtual(*(CDirectorChallengeMode **)(iVar1 + 0x648));
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.