L L4D2node

NextBotPlayer<CTerrorPlayer>::SetButtonScale

0x00945350 · 174 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE14SetButtonScaleEff

Decompiled

undefined (3 params)

/* NextBotPlayer<CTerrorPlayer>::SetButtonScale(float, float) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::SetButtonScale
          (NextBotPlayer<CTerrorPlayer> *this,float param_1,float param_2)

{
  longdouble lVar1;
  
  *(float *)(this + 0x42fc) = param_1;
  *(float *)(this + 0x4300) = param_2;
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + 0.01 != *(float *)(this + 0x42f0)) {
    (**(code **)(*(int *)(this + 0x42e8) + 4))(this + 0x42e8,this + 0x42f0);
    *(float *)(this + 0x42f0) = (float)lVar1 + 0.01;
  }
  if (*(float *)(this + 0x42ec) != 0.01) {
    (**(code **)(*(int *)(this + 0x42e8) + 4))(this + 0x42e8,this + 0x42ec);
    *(undefined4 *)(this + 0x42ec) = 0x3c23d70a;
  }
  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)