CL4DGameStats::Clear
0x008e0bc0 · 232 bytes · __thiscall
_ZN13CL4DGameStats5ClearEv
Decompiled
undefined (1 param)
/* CL4DGameStats::Clear() */
void __thiscall CL4DGameStats::Clear(CL4DGameStats *this)
{
int iVar1;
this[0x70] = (CL4DGameStats)0x0;
*(undefined4 *)(this + 0x74) = 0;
*(undefined4 *)(this + 0x78) = 0;
ResetWeaponStats(this);
L4D_Map_Stat_Data::Reset((L4D_Map_Stat_Data *)(this + 0x3a4));
CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
::PurgeAndDeleteElements
((CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
*)(this + 0x388));
*(undefined4 *)(this + 0x494) = 0;
CUtlMemory<L4D_ChokePounce_Stat_Data,int>::Purge
((CUtlMemory<L4D_ChokePounce_Stat_Data,int> *)(this + 0x488));
*(undefined4 *)(this + 0x4a8) = 0;
*(undefined4 *)(this + 0x498) = *(undefined4 *)(this + 0x488);
CUtlMemory<L4D_Death_Position_Data,int>::Purge
((CUtlMemory<L4D_Death_Position_Data,int> *)(this + 0x49c));
*(undefined4 *)(this + 0x4bc) = 0;
*(undefined4 *)(this + 0x4ac) = *(undefined4 *)(this + 0x49c);
CUtlMemory<L4D2_StuckPosition_Data,int>::Purge
((CUtlMemory<L4D2_StuckPosition_Data,int> *)(this + 0x4b0));
*(undefined4 *)(this + 0x4c0) = *(undefined4 *)(this + 0x4b0);
iVar1 = 0;
do {
*(undefined4 *)(this + iVar1 * 4 + 0x4cc) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 7);
*(undefined4 *)(this + 0x4d8) = 0xffffffff;
*(undefined4 *)(this + 0x4dc) = 0xffffffff;
this[0x4e8] = (CL4DGameStats)0x0;
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.