CHintSystem::TimerShouldFire
0x00467740 · 129 bytes · __thiscall
_ZN11CHintSystem15TimerShouldFireEi
Decompiled
undefined (2 params)
/* CHintSystem::TimerShouldFire(int) */
undefined4 __thiscall CHintSystem::TimerShouldFire(CHintSystem *this,int param_1)
{
int *piVar1;
undefined4 uVar2;
int iVar3;
if (0 < *(int *)(this + 0x30)) {
iVar3 = 0;
piVar1 = *(int **)(this + 0x24);
do {
if (*piVar1 == param_1) {
if (((char)piVar1[2] != '\0') && (*(float *)(gpGlobals + 0xc) - *(float *)(this + 4) < 11.0)
) {
return 0;
}
if ((code *)piVar1[3] != (code *)0x0) {
/* WARNING: Could not recover jumptable at 0x004677ab. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (*(code *)piVar1[3])();
return uVar2;
}
}
iVar3 = iVar3 + 1;
piVar1 = piVar1 + 4;
} while (iVar3 != *(int *)(this + 0x30));
}
return 1;
}
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.