L L4D2node

CMomentaryRotButton::Unlock

0x00634a50 · 48 bytes · __thiscall

_ZN19CMomentaryRotButton6UnlockEv

Decompiled

undefined (1 param)

/* CMomentaryRotButton::Unlock() */

void __thiscall CMomentaryRotButton::Unlock(CMomentaryRotButton *this)

{
  this[0x4f4] = (CMomentaryRotButton)0x0;
  *(code **)(this + 0x14) = ReturnMoveDone;
  *(undefined4 *)(this + 0x18) = 0;
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,0.1);
  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)