L L4D2node

CGameTimescale::LevelInitPostEntity

0x004655d0 · 89 bytes · __thiscall

_ZN14CGameTimescale19LevelInitPostEntityEv

Decompiled

undefined (1 param)

/* CGameTimescale::LevelInitPostEntity() */

void __thiscall CGameTimescale::LevelInitPostEntity(CGameTimescale *this)

{
  *(undefined4 *)(this + 0xc) = 0x3f800000;
  *(undefined4 *)(this + 0x10) = 0x3f800000;
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 0x1c);
  *(undefined4 *)(this + 0x18) = 0x3d4ccccd;
  *(undefined4 *)(this + 0x1c) = 0x3dcccccd;
  *(undefined4 *)(this + 0x20) = 0x40400000;
  *(undefined4 *)(this + 0x24) = 0;
  (**(code **)(*engine + 0x200))(engine,0x3f800000);
  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)