L L4D2node

CHintMessageTimers::StopTimer

0x00466940 · 61 bytes · __thiscall

_ZN18CHintMessageTimers9StopTimerEi

Decompiled

undefined (2 params)

/* CHintMessageTimers::StopTimer(int) */

void __thiscall CHintMessageTimers::StopTimer(CHintMessageTimers *this,int param_1)

{
  int iVar1;
  int *piVar2;
  
  if (*(int *)(this + 0xc) < 1) {
    return;
  }
  piVar2 = (int *)**(undefined4 **)this;
  if (param_1 != *piVar2) {
    iVar1 = 0;
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == *(int *)(this + 0xc)) {
        return;
      }
      piVar2 = (int *)(*(undefined4 **)this)[iVar1];
    } while (param_1 != *piVar2);
    if (iVar1 == -1) {
      return;
    }
  }
  *(undefined1 *)(piVar2 + 2) = 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)