L L4D2node

CBaseEntity::RebaseThinkTicks

0x0040e3a0 · 145 bytes · __thiscall

_ZN11CBaseEntity16RebaseThinkTicksEb

Decompiled

undefined (2 params)

/* CBaseEntity::RebaseThinkTicks(bool) */

void __thiscall CBaseEntity::RebaseThinkTicks(CBaseEntity *this,bool param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar3 = 0;
  iVar6 = (int)(*(float *)(gpGlobals + 0xc) / *(float *)(gpGlobals + 0x1c) + 0.5);
  if (0 < *(int *)(this + 0xb0)) {
    do {
      while( true ) {
        iVar4 = iVar3 * 0x14;
        iVar5 = *(int *)(this + 0xa4) + iVar4;
        iVar2 = *(int *)(iVar5 + 0xc);
        if (0 < iVar2) break;
LAB_0040e3ee:
        iVar3 = iVar3 + 1;
        if (*(int *)(this + 0xb0) <= iVar3) {
          return;
        }
      }
      if (param_1) {
        *(int *)(iVar5 + 0xc) = iVar2 - iVar6;
        piVar1 = (int *)(iVar4 + *(int *)(this + 0xa4) + 0x10);
        *piVar1 = *piVar1 - iVar6;
        goto LAB_0040e3ee;
      }
      iVar3 = iVar3 + 1;
      *(int *)(iVar5 + 0xc) = iVar2 + iVar6;
      piVar1 = (int *)(iVar4 + *(int *)(this + 0xa4) + 0x10);
      *piVar1 = *piVar1 + iVar6;
    } while (iVar3 < *(int *)(this + 0xb0));
  }
  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)