SurvivorLocomotion::Reset
0x00962690 · 186 bytes · __thiscall
_ZN18SurvivorLocomotion5ResetEv
Decompiled
undefined (1 param)
/* SurvivorLocomotion::Reset() */
void __thiscall SurvivorLocomotion::Reset(SurvivorLocomotion *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
PlayerLocomotion::Reset((PlayerLocomotion *)this);
uVar3 = DAT_01053d50;
*(undefined4 *)(this + 200) = 0;
uVar1 = vec3_origin;
*(undefined4 *)(this + 0xcc) = 0;
*(undefined4 *)(this + 0xc4) = uVar3;
uVar2 = DAT_01053d4c;
*(undefined4 *)(this + 0xd8) = uVar3;
*(undefined4 *)(this + 0xbc) = uVar1;
*(undefined4 *)(this + 0xc0) = uVar2;
this[0xdc] = (SurvivorLocomotion)0x0;
*(undefined4 *)(this + 0xd0) = uVar1;
*(undefined4 *)(this + 0xd4) = uVar2;
if (*(float *)(this + 0xe8) != -1.0) {
(**(code **)(*(int *)(this + 0xe0) + 4))(this + 0xe0,this + 0xe8);
*(undefined4 *)(this + 0xe8) = 0xbf800000;
}
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.