L L4D2node

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 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)