L L4D2node

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 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)