L L4D2node

CNetPropManager::SetPropFloat

0x0074a060 · 52 bytes · __thiscall

_ZN15CNetPropManager12SetPropFloatEP9HSCRIPT__PKcf

Decompiled

undefined (4 params)

/* CNetPropManager::SetPropFloat(HSCRIPT__*, char const*, float) */

void __thiscall
CNetPropManager::SetPropFloat(CNetPropManager *this,HSCRIPT__ *param_1,char *param_2,float param_3)

{
  SetPropFloatArray(this,param_1,param_2,param_3,0);
  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)