L L4D2node

CGameMovement::ReduceTimers

0x00454e20 · 496 bytes · __thiscall

_ZN13CGameMovement12ReduceTimersEv

Decompiled

undefined (1 param)

/* CGameMovement::ReduceTimers() */

void __thiscall CGameMovement::ReduceTimers(CGameMovement *this)

{
  float *pfVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  
  iVar3 = *(int *)(this + 4);
  fVar5 = *(float *)(gpGlobals + 0x10) * 1000.0;
  iVar2 = *(int *)(iVar3 + 0x1a94);
  iVar4 = (int)fVar5;
  if ((0 < iVar2) && (iVar2 != iVar2 - iVar4)) {
    (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a94);
    *(int *)(iVar3 + 0x1a94) = iVar2 - iVar4;
    iVar3 = *(int *)(this + 4);
    if (*(int *)(iVar3 + 0x1a94) < 0) {
      (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a94);
      *(undefined4 *)(iVar3 + 0x1a94) = 0;
      iVar3 = *(int *)(this + 4);
    }
  }
  iVar2 = *(int *)(iVar3 + 0x1a98);
  if ((0 < iVar2) && (iVar2 != iVar2 - iVar4)) {
    (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a98);
    *(int *)(iVar3 + 0x1a98) = iVar2 - iVar4;
    iVar3 = *(int *)(this + 4);
    if (*(int *)(iVar3 + 0x1a98) < 0) {
      (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a98);
      *(undefined4 *)(iVar3 + 0x1a98) = 0;
      iVar3 = *(int *)(this + 4);
    }
  }
  iVar2 = *(int *)(iVar3 + 0x1a9c);
  if ((0 < iVar2) && (iVar2 != iVar2 - iVar4)) {
    (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a9c);
    *(int *)(iVar3 + 0x1a9c) = iVar2 - iVar4;
    iVar3 = *(int *)(this + 4);
    if (*(int *)(iVar3 + 0x1a9c) < 0) {
      (**(code **)(*(int *)(iVar3 + 0x1a40) + 4))(iVar3 + 0x1a40,iVar3 + 0x1a9c);
      *(undefined4 *)(iVar3 + 0x1a9c) = 0;
      iVar3 = *(int *)(this + 4);
    }
  }
  if (0.0 < *(float *)(iVar3 + 0x2024)) {
    *(float *)(iVar3 + 0x2024) = *(float *)(iVar3 + 0x2024) - fVar5;
    pfVar1 = (float *)(*(int *)(this + 4) + 0x2024);
    if (*pfVar1 <= 0.0 && *pfVar1 != 0.0) {
      *(undefined4 *)(*(int *)(this + 4) + 0x2024) = 0;
    }
  }
  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)