L L4D2node

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 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)