L L4D2node

CBaseBackpackItem::ResetActionProgress

0x00525170 · 113 bytes · __thiscall

_ZN17CBaseBackpackItem19ResetActionProgressEv

Decompiled

undefined (1 param)

/* CBaseBackpackItem::ResetActionProgress() */

void __thiscall CBaseBackpackItem::ResetActionProgress(CBaseBackpackItem *this)

{
  float fVar1;
  longdouble lVar2;
  
  if (this[0x17dc] != (CBaseBackpackItem)0x0) {
    lVar2 = (longdouble)CountdownTimer::Now();
    fVar1 = *(float *)(this + 0x17e4);
    if ((float)lVar2 + fVar1 != *(float *)(this + 0x17e8)) {
      (**(code **)(*(int *)(this + 0x17e0) + 4))(this + 0x17e0,this + 0x17e8);
      *(float *)(this + 0x17e8) = (float)lVar2 + fVar1;
      return;
    }
  }
  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)