L L4D2node

CDirector::ResetMobTimer

0x008720b0 · 138 bytes · __thiscall

_ZN9CDirector13ResetMobTimerEv

Decompiled

undefined (1 param)

/* CDirector::ResetMobTimer() */

void __thiscall CDirector::ResetMobTimer(CDirector *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x29c)) {
    (**(code **)(*(int *)(this + 0x294) + 4))(this + 0x294,this + 0x29c);
    *(float *)(this + 0x29c) = (float)lVar1;
  }
  if (*(float *)(this + 0x298) != 0.0) {
    (**(code **)(*(int *)(this + 0x294) + 4))(this + 0x294,this + 0x298);
    *(undefined4 *)(this + 0x298) = 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)