L L4D2node

CNetChan::IsTimedOut

0x001ad340 · 52 bytes · __thiscall

_ZNK8CNetChan10IsTimedOutEv

Decompiled

undefined (1 param)

/* CNetChan::IsTimedOut() const */

bool __thiscall CNetChan::IsTimedOut(CNetChan *this)

{
  bool bVar1;
  
  bVar1 = false;
  if (*(float *)(this + 0x4204) != -1.0) {
    bVar1 = (double)(*(float *)(this + 0x4204) + *(float *)(this + 0xa4)) < net_time;
  }
  return bVar1;
}

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)