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 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.