L L4D2node

InfectedIntention::Reset

0x00a4ef00 · 133 bytes · __thiscall

_ZN17InfectedIntention5ResetEv

Decompiled

undefined (1 param)

/* InfectedIntention::Reset() */

void __thiscall InfectedIntention::Reset(InfectedIntention *this)

{
  int *piVar1;
  undefined4 uVar2;
  undefined4 *puVar3;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  uVar2 = (**(code **)(*piVar1 + 0xb4))(piVar1);
  *(undefined4 *)(this + 0x18) = uVar2;
  piVar1 = *(int **)(this + 0x1c);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  uVar2 = (**(code **)(*(int *)this + 0xd0))(this);
  puVar3 = ::operator_new(0x38);
  *puVar3 = &PTR__Behavior_00d28448;
  puVar3[1] = &PTR__Behavior_00d28510;
                    /* try { // try from 00a4ef72 to 00a4ef76 has its CatchHandler @ 00a4ef85 */
  CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar3 + 3),"%s",&DAT_00d539c2);
  puVar3[2] = uVar2;
  *(undefined4 **)(this + 0x1c) = puVar3;
  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)