L L4D2node

CBaseRopePhysics::ResetNodeSpringLength

0x00593560 · 28 bytes · __thiscall

_ZN16CBaseRopePhysics21ResetNodeSpringLengthEif

Decompiled

undefined (3 params)

/* CBaseRopePhysics::ResetNodeSpringLength(int, float) */

void __thiscall
CBaseRopePhysics::ResetNodeSpringLength(CBaseRopePhysics *this,int param_1,float param_2)

{
  *(float *)(*(int *)(this + 0x1c) + param_1 * 4) = param_2 * 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)