L L4D2node

NextBotManager::NotifyEndUpdate

0x00758e70 · 48 bytes · __cdecl

_ZN14NextBotManager15NotifyEndUpdateEP8INextBot

Decompiled

undefined (1 param)

/* NextBotManager::NotifyEndUpdate(INextBot*) */

void NextBotManager::NotifyEndUpdate(INextBot *param_1)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)Plat_FloatTime();
  *(double *)(param_1 + 0x2c) =
       (*(double *)(param_1 + 0x2c) - *(double *)(param_1 + 0x24)) + (double)lVar1;
  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)