L L4D2node

CTerrorGameRules::GetScriptedHUDTimer

0x00507850 · 115 bytes · __thiscall

_ZN16CTerrorGameRules19GetScriptedHUDTimerEi

Decompiled

undefined (2 params)

/* CTerrorGameRules::GetScriptedHUDTimer(int) */

longdouble __thiscall CTerrorGameRules::GetScriptedHUDTimer(CTerrorGameRules *this,int param_1)

{
  int iVar1;
  float fVar2;
  
  fVar2 = 0.0;
  iVar1 = *(int *)(this + param_1 * 4 + 0x644);
  if (iVar1 != 0) {
    if (iVar1 == 3) {
      return (longdouble)*(float *)(this + param_1 * 4 + 0x664);
    }
    fVar2 = *(float *)(gpGlobals + 0xc) - *(float *)(this + param_1 * 4 + 0x654);
    if (fVar2 <= 0.0) {
      fVar2 = 0.0;
    }
    if (iVar1 == 1) {
      fVar2 = *(float *)(this + param_1 * 4 + 0x664) + fVar2;
    }
    else {
      fVar2 = *(float *)(this + param_1 * 4 + 0x664) - fVar2;
    }
  }
  return (longdouble)fVar2;
}

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)