L L4D2node

CHintMessageTimers::Update

0x00466800 · 214 bytes · __thiscall

_ZN18CHintMessageTimers6UpdateEv

Decompiled

undefined (1 param)

/* CHintMessageTimers::Update() */

void __thiscall CHintMessageTimers::Update(CHintMessageTimers *this)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  char cVar4;
  int iVar5;
  
  if ((*(int *)(this + 0x18) != 0) && (0 < *(int *)(this + 0xc))) {
    iVar5 = 0;
    do {
      iVar1 = iVar5 * 4;
      piVar2 = *(int **)(*(int *)this + iVar5 * 4);
      if (((char)piVar2[2] != '\0') && (-0.001 < *(float *)(gpGlobals + 0xc) - (float)piVar2[1])) {
        cVar4 = CHintSystem::TimerShouldFire(*(CHintSystem **)(this + 0x18),*piVar2);
        iVar3 = gpGlobals;
        if (cVar4 != '\0') {
          CHintSystem::HintMessage
                    (*(CHintSystem **)(this + 0x18),**(int **)(*(int *)this + iVar1),false,false);
          RemoveTimer(this,**(int **)(*(int *)this + iVar1));
          return;
        }
        iVar1 = *(int *)(*(int *)this + iVar1);
        *(undefined1 *)(iVar1 + 8) = 1;
        *(float *)(iVar1 + 4) = *(float *)(iVar1 + 0xc) + *(float *)(iVar3 + 0xc);
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(this + 0xc));
  }
  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)