L L4D2node

CHintMessageTimers::GetTimerIndex

0x00466990 · 56 bytes · __thiscall

_ZN18CHintMessageTimers13GetTimerIndexEi

Decompiled

undefined (2 params)

/* CHintMessageTimers::GetTimerIndex(int) */

int __thiscall CHintMessageTimers::GetTimerIndex(CHintMessageTimers *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0xc) < 1) {
LAB_004669c6:
    iVar2 = -1;
  }
  else {
    iVar2 = 0;
    iVar1 = *(int *)**(undefined4 **)this;
    while (iVar1 != param_1) {
      iVar2 = iVar2 + 1;
      if (iVar2 == *(int *)(this + 0xc)) goto LAB_004669c6;
      iVar1 = *(int *)(*(undefined4 **)this)[iVar2];
    }
  }
  return iVar2;
}

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)