L L4D2node

CBaseGameStats_Driver::FrameUpdatePostEntityThink

0x00461440 · 204 bytes · __thiscall

_ZN21CBaseGameStats_Driver26FrameUpdatePostEntityThinkEv

Decompiled

undefined (1 param)

/* CBaseGameStats_Driver::FrameUpdatePostEntityThink() */

void __thiscall CBaseGameStats_Driver::FrameUpdatePostEntityThink(CBaseGameStats_Driver *this)

{
  float fVar1;
  CBaseGameStats_Driver CVar2;
  float local_14;
  
  if (this[0x130f] != (CBaseGameStats_Driver)0x0) {
    CVar2 = (CBaseGameStats_Driver)(gpGlobals[4] == 0.0);
    if (this[0x137c] != CVar2) {
      if ((bool)CVar2) {
        *(float *)(this + 0x1380) = *gpGlobals;
      }
      else {
        fVar1 = *(float *)(this + 0x1380);
        if (fVar1 != 0.0) {
          local_14 = *gpGlobals - fVar1;
          if (local_14 < 0.0) {
            local_14 = 0.0;
            Warning("Game paused time showing up negative (rt %f pausestart %f)\n",
                    (double)*gpGlobals,(double)fVar1);
          }
          *(undefined4 *)(this + 0x1380) = 0;
          *(float *)(this + 0x1318) = local_14 + *(float *)(this + 0x1318);
        }
      }
      this[0x137c] = CVar2;
    }
    return;
  }
  *(undefined4 *)(this + 0x1380) = 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)