L L4D2node

CBaseAbility::StartActivationTimer

0x004d2650 · 337 bytes · __thiscall

_ZN12CBaseAbility20StartActivationTimerEff

Decompiled

undefined (3 params)

/* CBaseAbility::StartActivationTimer(float, float) */

void __thiscall CBaseAbility::StartActivationTimer(CBaseAbility *this,float param_1,float param_2)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  
  if (param_2 == 0.0) {
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + param_1 != *(float *)(this + 0x458)) {
      (**(code **)(*(int *)(this + 0x450) + 4))(this + 0x450,this + 0x458);
      *(float *)(this + 0x458) = (float)lVar2 + param_1;
    }
    if (param_1 != *(float *)(this + 0x454)) {
      (**(code **)(*(int *)(this + 0x450) + 4))(this + 0x450,this + 0x454);
      *(float *)(this + 0x454) = param_1;
      return;
    }
  }
  else {
    fVar3 = param_1 + *(float *)(gpGlobals + 0xc);
    if (fVar3 == *(float *)(this + 0x458)) {
      fVar1 = *(float *)(this + 0x454);
    }
    else {
      (**(code **)(*(int *)(this + 0x450) + 4))(this + 0x450,this + 0x458);
      fVar1 = *(float *)(this + 0x454);
      *(float *)(this + 0x458) = fVar3;
    }
    if (param_2 != fVar1) {
      (**(code **)(*(int *)(this + 0x450) + 4))(this + 0x450,this + 0x454);
      *(float *)(this + 0x454) = param_2;
      return;
    }
  }
  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)