L4D_Map_Stat_Data::Reset
0x008e0380 · 130 bytes · __thiscall
_ZN17L4D_Map_Stat_Data5ResetEv
Decompiled
undefined (1 param)
/* L4D_Map_Stat_Data::Reset() */
void __thiscall L4D_Map_Stat_Data::Reset(L4D_Map_Stat_Data *this)
{
int iVar1;
iVar1 = 0;
this[8] = (L4D_Map_Stat_Data)0x0;
do {
*(undefined4 *)(this + iVar1 * 4 + 0xc) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x12);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x60) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x54));
*(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
iVar1 = 0;
do {
*(undefined4 *)(this + iVar1 * 4 + 0x68) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x1f);
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 0x60) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x54));
*(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
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.