L L4D2node

CBaseEntity::ContextExpired

0x0060d180 · 68 bytes · __thiscall

_ZNK11CBaseEntity14ContextExpiredEi

Decompiled

undefined (2 params)

/* CBaseEntity::ContextExpired(int) const */

undefined4 __thiscall CBaseEntity::ContextExpired(CBaseEntity *this,int param_1)

{
  float fVar1;
  undefined4 uVar2;
  
  uVar2 = 1;
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0xc4))) {
    fVar1 = *(float *)(*(int *)(this + 0xb8) + param_1 * 0xc + 8);
    uVar2 = 0;
    if (fVar1 != 0.0) {
      uVar2 = CONCAT31((int3)((uint)gpGlobals >> 8),
                       fVar1 < *(float *)(gpGlobals + 0xc) || fVar1 == *(float *)(gpGlobals + 0xc));
    }
  }
  return uVar2;
}

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)