L L4D2node

CPhysicsNPCSolver::ResetCancelTime

0x00793b50 · 60 bytes · __thiscall

_ZN17CPhysicsNPCSolver15ResetCancelTimeEv

Decompiled

undefined (1 param)

/* CPhysicsNPCSolver::ResetCancelTime() */

void __thiscall CPhysicsNPCSolver::ResetCancelTime(CPhysicsNPCSolver *this)

{
  float fVar1;
  
  fVar1 = *(float *)(this + 0x454) + *(float *)(gpGlobals + 0xc);
  *(float *)(this + 0x458) = fVar1;
  CBaseEntity::SetNextThink((CBaseEntity *)this,fVar1,(char *)0x0);
  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)