ZombieBotVision::Reset
0x00a577e0 · 179 bytes · __thiscall
_ZN15ZombieBotVision5ResetEv
Decompiled
undefined (1 param)
/* ZombieBotVision::Reset() */
void __thiscall ZombieBotVision::Reset(ZombieBotVision *this)
{
longdouble lVar1;
IVision::Reset((IVision *)this);
lVar1 = (longdouble)RandomFloat(0x3ecccccd,0x3f19999a);
*(float *)(this + 0x164) = (float)lVar1;
lVar1 = (longdouble)RandomFloat(0x3e4ccccd,0x3ecccccd);
*(undefined4 *)(this + 0x148) = 0xffffffff;
*(undefined4 *)(this + 0x14c) = 0x4e6e6b28;
*(float *)(this + 0x168) = (float)lVar1;
if (*(float *)(this + 0x158) != -1.0) {
(**(code **)(*(int *)(this + 0x150) + 4))(this + 0x150,this + 0x158);
*(undefined4 *)(this + 0x158) = 0xbf800000;
}
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.