L L4D2node

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 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)