L L4D2node

CAutoGain::Reset

0x000ef990 · 96 bytes · __thiscall

_ZN9CAutoGain5ResetEifff

Decompiled

undefined (5 params)

/* CAutoGain::Reset(int, float, float, float) */

void __thiscall
CAutoGain::Reset(CAutoGain *this,int param_1,float param_2,float param_3,float param_4)

{
  *(float *)(this + 4) = param_2;
  *(undefined4 *)(this + 0xc) = 0;
  *(float *)(this + 8) = param_3;
  *(int *)this = param_1;
  *(undefined4 *)(this + 0x1c) = 0x3f800000;
  *(undefined4 *)(this + 0x20) = 0x3f800000;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(float *)(this + 0x18) = param_4;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x24) = 0x80;
  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)