L L4D2node

Intensity::Reset

0x008d5c90 · 82 bytes · __thiscall

_ZN9Intensity5ResetEv

Decompiled

undefined (1 param)

/* Intensity::Reset() */

void __thiscall Intensity::Reset(Intensity *this)

{
  longdouble lVar1;
  
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0xc)) {
    (**(code **)(*(int *)(this + 8) + 4))(this + 8,this + 0xc);
    *(float *)(this + 0xc) = (float)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)