CL4DGameStats::ResetWeaponStats
0x008def40 · 143 bytes · __thiscall
_ZN13CL4DGameStats16ResetWeaponStatsEv
Decompiled
undefined (1 param)
/* CL4DGameStats::ResetWeaponStats() */
void __thiscall CL4DGameStats::ResetWeaponStats(CL4DGameStats *this)
{
CL4DGameStats *pCVar1;
CL4DGameStats *pCVar2;
CL4DGameStats *pCVar3;
int iVar4;
iVar4 = 0;
pCVar3 = this + 0x7c;
do {
iVar4 = iVar4 + 1;
*(undefined4 *)pCVar3 = 0;
*(undefined4 *)(pCVar3 + 4) = 0;
*(undefined4 *)(pCVar3 + 8) = 0;
*(undefined4 *)(pCVar3 + 0xc) = 0;
*(undefined4 *)(pCVar3 + 0x10) = 0;
pCVar3 = pCVar3 + 0x14;
} while (iVar4 != 0x27);
pCVar3 = this + 0x5ec;
do {
pCVar1 = pCVar3 + 0x30c;
pCVar2 = pCVar3;
do {
*(undefined4 *)pCVar2 = 0;
pCVar3 = pCVar2 + 0x14;
*(undefined4 *)(pCVar2 + 4) = 0;
*(undefined4 *)(pCVar2 + 8) = 0;
*(undefined4 *)(pCVar2 + 0xc) = 0;
*(undefined4 *)(pCVar2 + 0x10) = 0;
pCVar2 = pCVar3;
} while (pCVar3 != pCVar1);
} while (this + 0x676c != pCVar3);
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.