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 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.