L L4D2node

GCSDK::CJobTime::CServerMicroSecsPassed

0x00070860 · 24 bytes · __thiscall

_ZNK5GCSDK8CJobTime22CServerMicroSecsPassedEv

Decompiled

undefined (1 param)

/* GCSDK::CJobTime::CServerMicroSecsPassed() const */

undefined8 __thiscall GCSDK::CJobTime::CServerMicroSecsPassed(CJobTime *this)

{
  return CONCAT44((DAT_000d65bc - *(int *)(this + 4)) - (uint)(sm_lTimeCur < *(uint *)this),
                  sm_lTimeCur - *(int *)this);
}

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)