L L4D2node

Motion_GetTimeModifierDetails

0x005928d0 · 57 bytes · __cdecl

_Z29Motion_GetTimeModifierDetailsiPPc

Decompiled

undefined (2 params)

/* Motion_GetTimeModifierDetails(int, char**) */

undefined4 Motion_GetTimeModifierDetails(int param_1,char **param_2)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((((uint)param_1 < 3) && (g_TimeModifiers != (undefined *)0x0)) &&
     (PTR_TimeModifierFunc_Linear_00f21188 != (undefined *)0x0)) {
    if (param_2 == (char **)0x0) {
      return 1;
    }
    *param_2 = g_TimeModifiers;
    uVar1 = 1;
  }
  return uVar1;
}

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)