L L4D2node

CGameEvent::SetFloat

0x00160590 · 18 bytes · __thiscall

_ZN10CGameEvent8SetFloatEPKcf

Decompiled

undefined (3 params)

/* CGameEvent::SetFloat(char const*, float) */

void __thiscall CGameEvent::SetFloat(CGameEvent *this,char *param_1,float param_2)

{
  KeyValues::SetFloat(*(KeyValues **)(this + 8),param_1,param_2);
  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)