L L4D2node

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 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)