SpitterIntention::Reset
0x00add9b0 · 232 bytes · __thiscall
_ZN16SpitterIntention5ResetEv
Decompiled
undefined (1 param)
/* SpitterIntention::Reset() */
void __thiscall SpitterIntention::Reset(SpitterIntention *this)
{
int *piVar1;
undefined4 uVar2;
undefined4 *puVar3;
undefined4 *puVar4;
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);
}
puVar3 = ::operator_new(0x38);
puVar3[8] = 0;
puVar3[9] = 0;
puVar3[10] = 0;
puVar3[3] = 0;
puVar3[4] = 0;
puVar3[5] = 0;
puVar3[6] = 0;
puVar3[7] = 0;
puVar3[2] = 0;
*(undefined1 *)(puVar3 + 0xc) = 0;
*(undefined1 *)((int)puVar3 + 0x31) = 0;
puVar3[0xb] = 0;
*puVar3 = &PTR__SpitterBehavior_00d37388;
puVar3[1] = &PTR__SpitterBehavior_00d374ec;
puVar3[0xd] = 0;
puVar4 = ::operator_new(0x38);
*puVar4 = &PTR__Behavior_00d37d68;
puVar4[1] = &PTR__Behavior_00d37e30;
/* try { // try from 00adda85 to 00adda89 has its CatchHandler @ 00adda98 */
CFmtStrN<32>::CFmtStrN((CFmtStrN<32> *)(puVar4 + 3),"%s",&DAT_00d539c2);
puVar4[2] = puVar3;
*(undefined4 **)(this + 0x1c) = puVar4;
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.