L L4D2node

CInfectedAnimationLayer::Reset

0x00a0db80 · 151 bytes · __thiscall

_ZN23CInfectedAnimationLayer5ResetEv

Decompiled

undefined (1 param)

/* CInfectedAnimationLayer::Reset() */

void __thiscall CInfectedAnimationLayer::Reset(CInfectedAnimationLayer *this)

{
  if (*(int *)(this + 4) != 0) {
    (**(code **)(*(int *)this + 4))(this,this + 4);
    *(undefined4 *)(this + 4) = 0;
  }
  if (*(float *)(this + 8) != 0.0) {
    (**(code **)(*(int *)this + 4))(this,this + 8);
    *(undefined4 *)(this + 8) = 0;
  }
  if (*(int *)(this + 0xc) != 6) {
    (**(code **)(*(int *)this + 4))(this,this + 0xc);
    *(undefined4 *)(this + 0xc) = 6;
  }
  if (this[0x10] != (CInfectedAnimationLayer)0x0) {
    (**(code **)(*(int *)this + 4))(this,this + 0x10);
    this[0x10] = (CInfectedAnimationLayer)0x0;
  }
  *(undefined4 *)(this + 0x14) = 0;
  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)