L L4D2node

CBaseEntity::RebaseTimeEntriesForStasis

0x00606fb0 · 268 bytes · __thiscall

_ZN11CBaseEntity26RebaseTimeEntriesForStasisEb

Decompiled

undefined (2 params)

/* CBaseEntity::RebaseTimeEntriesForStasis(bool) */

void __thiscall CBaseEntity::RebaseTimeEntriesForStasis(CBaseEntity *this,bool param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int *piVar4;
  int iVar5;
  int *piVar6;
  int iVar7;
  float fVar8;
  
  RebaseThinkTicks(this,param_1);
  piVar4 = (int *)(**(code **)(*(int *)this + 0x30))(this);
  do {
    if (piVar4 == (int *)0x0) {
      return;
    }
    iVar1 = piVar4[1];
    iVar5 = 0;
    if (0 < iVar1) {
      do {
        while( true ) {
          piVar6 = (int *)(iVar5 * 0x40 + *piVar4);
          if (*piVar6 != 0x10) break;
          fVar8 = *(float *)(this + piVar6[2]);
          if (fVar8 <= 0.0) {
            if (param_1) goto LAB_00607054;
LAB_006070be:
            fVar8 = fVar8 + *(float *)(gpGlobals + 0xc);
          }
          else {
            if (!param_1) goto LAB_006070be;
            fVar8 = fVar8 - *(float *)(gpGlobals + 0xc);
          }
          iVar5 = iVar5 + 1;
          *(float *)(this + piVar6[2]) = fVar8;
          if (iVar5 == iVar1) goto LAB_006070a0;
        }
        if (*piVar6 == 0x11) {
          iVar2 = *(int *)(this + piVar6[2]);
          if ((iVar2 != -1) || (!param_1)) {
            iVar7 = (int)(*(float *)(gpGlobals + 0xc) / *(float *)(gpGlobals + 0x1c) + 0.5);
            iVar3 = -iVar7;
            if (!param_1) {
              iVar3 = iVar7;
            }
            *(int *)(this + piVar6[2]) = iVar2 + iVar3;
          }
        }
LAB_00607054:
        iVar5 = iVar5 + 1;
      } while (iVar5 != iVar1);
    }
LAB_006070a0:
    piVar4 = (int *)piVar4[3];
  } while( true );
}

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)