CHintMessageTimers::StartTimer
0x004668e0 · 81 bytes · __thiscall
_ZN18CHintMessageTimers10StartTimerEi
Decompiled
undefined (2 params)
/* CHintMessageTimers::StartTimer(int) */
void __thiscall CHintMessageTimers::StartTimer(CHintMessageTimers *this,int param_1)
{
int iVar1;
int iVar2;
int *piVar3;
iVar1 = gpGlobals;
if (*(int *)(this + 0xc) < 1) {
return;
}
piVar3 = (int *)**(undefined4 **)this;
if (param_1 != *piVar3) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(this + 0xc)) {
return;
}
piVar3 = (int *)(*(undefined4 **)this)[iVar2];
} while (param_1 != *piVar3);
if (iVar2 == -1) {
return;
}
}
*(undefined1 *)(piVar3 + 2) = 1;
piVar3[1] = (int)((float)piVar3[3] + *(float *)(iVar1 + 0xc));
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.