L L4D2node

SurvivorTeamSituation::Reset

0x00965300 · 53 bytes · __thiscall

_ZN21SurvivorTeamSituation5ResetEv

Decompiled

undefined (1 param)

/* SurvivorTeamSituation::Reset() */

void __thiscall SurvivorTeamSituation::Reset(SurvivorTeamSituation *this)

{
  *(undefined4 *)(this + 0xd6d0) = 0;
  *(undefined4 *)(this + 0xd6f8) = 0;
  *(undefined4 *)(this + 0xd6fc) = 0;
  *(undefined4 *)(this + 0xd710) = 0xffffffff;
                    /* WARNING: Could not recover jumptable at 0x00965333. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*(code *)**(undefined4 **)this)();
  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)