L L4D2node

CBaseEntity::AddTimedOverlay

0x00604a50 · 126 bytes · __thiscall

_ZN11CBaseEntity15AddTimedOverlayEPKci

Decompiled

undefined (3 params)

/* CBaseEntity::AddTimedOverlay(char const*, int) */

void __thiscall CBaseEntity::AddTimedOverlay(CBaseEntity *this,char *param_1,int param_2)

{
  int iVar1;
  undefined4 *puVar2;
  size_t sVar3;
  char *pcVar4;
  
  puVar2 = ::operator_new(0x10);
  sVar3 = strlen(param_1);
  pcVar4 = operator_new__(sVar3 + 1);
  *puVar2 = pcVar4;
  V_strncpy(pcVar4,param_1,sVar3 + 1);
  iVar1 = gpGlobals;
  puVar2[1] = (int)((float)param_2 + *(float *)(gpGlobals + 0xc));
  puVar2[2] = (int)*(float *)(iVar1 + 0xc);
  puVar2[3] = *(undefined4 *)(this + 0x114);
  *(undefined4 **)(this + 0x114) = puVar2;
  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)