L L4D2node

CScriptHud::Reset

0x00905ab0 · 171 bytes · __thiscall

_ZN10CScriptHud5ResetEv

Decompiled

undefined (1 param)

/* CScriptHud::Reset() */

void __thiscall CScriptHud::Reset(CScriptHud *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  undefined4 local_20 [4];
  
  if (*(float *)(this + 0x10) != -1.0) {
    (**(code **)(*(int *)(this + 8) + 4))(this + 8,this + 0x10);
    *(undefined4 *)(this + 0x10) = 0xbf800000;
  }
  *(undefined4 *)this = 0xffffffff;
  iVar3 = g_pGameRules;
  *(undefined4 *)(this + 4) = 0xffffffff;
  iVar2 = 0;
  if (iVar3 != 0) {
    do {
      local_20[0] = 0x4000;
      iVar1 = memcmp((void *)(iVar3 + 0x518 + iVar2 * 4),local_20,4);
      if (iVar1 != 0) {
        CGameRulesProxy::NotifyNetworkStateChanged();
        *(undefined4 *)(iVar3 + 0x518 + iVar2 * 4) = 0x4000;
      }
      iVar2 = iVar2 + 1;
      iVar3 = g_pGameRules;
    } while (iVar2 != 0xf);
  }
  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)