L4D_Stat_SurvivorStat::Reset
0x008df850 · 34 bytes · __thiscall
_ZN21L4D_Stat_SurvivorStat5ResetEv
Decompiled
undefined (1 param)
/* L4D_Stat_SurvivorStat::Reset() */
void __thiscall L4D_Stat_SurvivorStat::Reset(L4D_Stat_SurvivorStat *this)
{
int iVar1;
iVar1 = 0;
*(undefined4 *)(this + 4) = 0;
do {
*(undefined4 *)(this + iVar1 * 4 + 8) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x28);
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.