ZombieBotLocomotion::Reset
0x00a56250 · 562 bytes · __thiscall
_ZN19ZombieBotLocomotion5ResetEv
Decompiled
undefined (1 param)
/* ZombieBotLocomotion::Reset() */
void __thiscall ZombieBotLocomotion::Reset(ZombieBotLocomotion *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
int *piVar4;
int iVar5;
undefined4 *puVar6;
ILocomotion::Reset((ILocomotion *)this);
this[0x13c] = (ZombieBotLocomotion)0x0;
if (*(float *)(this + 0x148) != -1.0) {
(**(code **)(*(int *)(this + 0x140) + 4))(this + 0x140,this + 0x148);
*(undefined4 *)(this + 0x148) = 0xbf800000;
}
piVar4 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
iVar5 = (**(code **)(*piVar4 + 0xb4))(piVar4);
uVar1 = vec3_origin;
*(undefined4 *)(this + 0xa0) = 0;
uVar2 = DAT_01053d4c;
*(int *)(this + 0x78) = iVar5;
uVar3 = DAT_01053d50;
*(undefined4 *)(this + 0x6c) = uVar1;
*(undefined4 *)(this + 0x70) = uVar2;
*(undefined4 *)(this + 0x74) = uVar3;
*(undefined4 *)(this + 0x94) = uVar1;
*(undefined4 *)(this + 0x98) = uVar2;
*(undefined4 *)(this + 0x9c) = uVar3;
*(undefined4 *)(this + 0xb4) = 0;
*(undefined4 *)(this + 0xb8) = 0;
*(undefined4 *)(this + 0xbc) = 0;
*(undefined4 *)(this + 0xe8) = 0;
this[0xc0] = (ZombieBotLocomotion)0x0;
this[0xc1] = (ZombieBotLocomotion)0x0;
*(undefined4 *)(this + 0xc4) = 0xffffffff;
*(undefined4 *)(this + 200) = 0;
*(undefined4 *)(this + 0xcc) = 0;
*(undefined4 *)(this + 0xd0) = 0x3f800000;
this[0xd4] = (ZombieBotLocomotion)0x0;
this[0xe4] = (ZombieBotLocomotion)0x0;
*(undefined4 *)(this + 0x11c) = 0x3f800000;
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
puVar6 = (undefined4 *)(**(code **)(*(int *)(iVar5 + 0x1a3c) + 0xd4))(iVar5 + 0x1a3c);
*(undefined4 *)(this + 0x7c) = *puVar6;
*(undefined4 *)(this + 0x80) = puVar6[1];
*(undefined4 *)(this + 0x84) = puVar6[2];
puVar6 = (undefined4 *)
(**(code **)(*(int *)(*(int *)(this + 0x78) + 0x1a3c) + 0xd4))
(*(int *)(this + 0x78) + 0x1a3c);
*(undefined4 *)(this + 0x88) = *puVar6;
*(undefined4 *)(this + 0x8c) = puVar6[1];
*(undefined4 *)(this + 0x90) = puVar6[2];
if (*(float *)(this + 0xfc) != -1.0) {
(**(code **)(*(int *)(this + 0xf4) + 4))(this + 0xf4,this + 0xfc);
*(undefined4 *)(this + 0xfc) = 0xbf800000;
}
uVar1 = vec3_origin;
*(undefined4 *)(this + 0x138) = 0;
uVar3 = DAT_01053d50;
uVar2 = DAT_01053d4c;
*(undefined4 *)(this + 300) = uVar1;
*(undefined4 *)(this + 0x130) = uVar2;
*(undefined4 *)(this + 0x134) = uVar3;
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.