ResetTransitionedSurvivors
0x008f6510 · 120 bytes · unknown
_Z26ResetTransitionedSurvivorsv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ResetTransitionedSurvivors() */
void ResetTransitionedSurvivors(void)
{
DAT_00fa9a14 = 0;
CUtlVector<PlayerSaveData,CUtlMemory<PlayerSaveData,int>>::RemoveAll
((CUtlVector<PlayerSaveData,CUtlMemory<PlayerSaveData,int>> *)&g_SavedPlayers);
CUtlMemory<PlayerSaveData,int>::Purge((CUtlMemory<PlayerSaveData,int> *)&g_SavedPlayers);
_DAT_0100e51c = g_SavedPlayers;
CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::RemoveAll
((CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>> *)
&g_SavedSurvivorBots);
CUtlMemory<SurvivorBotSaveData,int>::Purge
((CUtlMemory<SurvivorBotSaveData,int> *)&g_SavedSurvivorBots);
_DAT_0100e508 = g_SavedSurvivorBots;
CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::RemoveAll
((CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>> *)
&g_SavedLevelRestartSurvivorBots);
CUtlMemory<SurvivorBotSaveData,int>::Purge
((CUtlMemory<SurvivorBotSaveData,int> *)&g_SavedLevelRestartSurvivorBots);
_DAT_0100e4f4 = g_SavedLevelRestartSurvivorBots;
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.