L L4D2node

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 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)