L L4D2node

CFuncTimescale::CFuncTimescale

0x006c3fa0 · 85 bytes · __thiscall

_ZN14CFuncTimescaleC2Ev

Decompiled

undefined (1 param)

/* CFuncTimescale::CFuncTimescale() */

void __thiscall CFuncTimescale::CFuncTimescale(CFuncTimescale *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CFuncTimescale_00c8f628;
  *(undefined4 *)(this + 0x440) = 0x3f800000;
  *(undefined4 *)(this + 0x444) = 0x3d4ccccd;
  *(undefined4 *)(this + 0x448) = 0x3dcccccd;
  *(undefined4 *)(this + 0x44c) = 0x40400000;
  this[0x450] = (CFuncTimescale)0x0;
  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)